The definition and rendering of terrain maps
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Generalized stochastic subdivision
ACM Transactions on Graphics (TOG)
Principal Warps: Thin-Plate Splines and the Decomposition of Deformations
IEEE Transactions on Pattern Analysis and Machine Intelligence
The synthesis and rendering of eroded fractal terrains
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Live paint: painting with procedural multiscale textures
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Pyramid-based texture analysis/synthesis
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Fast texture synthesis using tree-structured vector quantization
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Computer rendering of stochastic models
Communications of the ACM
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Terrain simulation using a model of stream erosion
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Image quilting for texture synthesis and transfer
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Fast Approximate Energy Minimization via Graph Cuts
IEEE Transactions on Pattern Analysis and Machine Intelligence
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Texturing and Modeling: A Procedural Approach
Texturing and Modeling: A Procedural Approach
Texture synthesis for digital painting
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Texture Synthesis by Non-Parametric Sampling
ICCV '99 Proceedings of the International Conference on Computer Vision-Volume 2 - Volume 2
Graphcut textures: image and video synthesis using graph cuts
ACM SIGGRAPH 2003 Papers
Synthesis of progressively-variant textures on arbitrary surfaces
ACM SIGGRAPH 2003 Papers
ACM SIGGRAPH 2003 Papers
Layered Data Representation for Visual Simulation of Terrain Erosion
SCCG '01 Proceedings of the 17th Spring conference on Computer graphics
Feature matching and deformation for texture synthesis
ACM SIGGRAPH 2004 Papers
Geometric texture synthesis by example
Proceedings of the 2004 Eurographics/ACM SIGGRAPH symposium on Geometry processing
Parallel controllable texture synthesis
ACM SIGGRAPH 2005 Papers
SMI '05 Proceedings of the International Conference on Shape Modeling and Applications 2005
Appearance-space texture synthesis
ACM SIGGRAPH 2006 Papers
Interactive physically based fluid and erosion simulation
NPH'05 Proceedings of the First Eurographics conference on Natural Phenomena
Part II: texturing surfaces and geometry creation
ACM SIGGRAPH 2007 courses
Terrain modeling: a constrained fractal model
AFRIGRAPH '07 Proceedings of the 5th international conference on Computer graphics, virtual reality, visualisation and interaction in Africa
Interactive example-based urban layout synthesis
ACM SIGGRAPH Asia 2008 papers
AI*IA '07 Proceedings of the 10th Congress of the Italian Association for Artificial Intelligence on AI*IA 2007: Artificial Intelligence and Human-Oriented Computing
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Example-based hair geometry synthesis
ACM SIGGRAPH 2009 papers
Dynamic hybrid terrain representation based on convexity limits identification
International Journal of Geographical Information Science
Interactive terrain modeling using hydraulic erosion
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
RiverLand: An Efficient Procedural Modeling System for Creating Realistic-Looking Terrains
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part I
Minimum spanning trees for valley and ridge characterization in digital elevation maps
Proceedings of the 7th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
Integrating procedural generation and manual editing of virtual worlds
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Declarative terrain modeling for military training games
International Journal of Computer Games Technology
ACM SIGGRAPH 2011 papers
Semantic constraints for procedural generation of virtual worlds
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games
Evolving patch-based terrains for use in video games
Proceedings of the 13th annual conference on Genetic and evolutionary computation
The gradient of the maximal curvature estimation for crest lines extraction
IVIC'11 Proceedings of the Second international conference on Visual informatics: sustaining research and innovations - Volume Part I
Evolution of artificial terrains for video games based on accessibility
EvoApplicatons'10 Proceedings of the 2010 international conference on Applications of Evolutionary Computation - Volume Part I
Enhanced Texture-Based Terrain Synthesis on Graphics Hardware
Computer Graphics Forum
Sentient world: human-based procedural cartography
EvoMUSART'13 Proceedings of the Second international conference on Evolutionary and Biologically Inspired Music, Sound, Art and Design
Terrain generation using procedural models based on hydrology
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
LandSketch: a first person point-of-view example-based terrain modeling approach
Proceedings of the International Symposium on Sketch-Based Interfaces and Modeling
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In this paper, we present an example-based system for terrain synthesis. In our approach, patches from a sample terrain (represented by a height field) are used to generate a new terrain. The synthesis is guided by a user-sketched feature map that specifies where terrain features occur in the resulting synthetic terrain. Our system emphasizes large-scale curvilinear features (ridges and valleys) because such features are the dominant visual elements in most terrains. Both the example height field and user's sketch map are analyzed using a technique from the field of geomorphology. The system finds patches from the example data that match the features found in the user's sketch. Patches are joined together using graph cuts and Poisson editing. The order in which patches are placed in the synthesized terrain is determined by breadth-first traversal of a feature tree and this generates improved results over standard raster-scan placement orders. Our technique supports user-controlled terrain synthesis in a wide variety of styles, based upon the visual richness of real-world terrain data.