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)
The synthesis and rendering of eroded fractal terrains
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
The algorithmic beauty of plants
The algorithmic beauty of plants
Fractal modeling of natural terrain: analysis and surface reconstruction with range data
Graphical Models and Image Processing
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Computer rendering of stochastic models
Communications of the ACM
Terrain simulation using a model of stream erosion
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Parallel implementation of terrain erosion applied to the surface of Mars
AFRIGRAPH '01 Proceedings of the 1st international conference on Computer graphics, virtual reality and visualisation
Texturing and Modeling: A Procedural Approach
Texturing and Modeling: A Procedural Approach
A Fast Gibbs Sampler for Synthesizing Constrained Fractals
IEEE Transactions on Visualization and Computer Graphics
A Flexible Noise Model For Designing Maps
VMV '01 Proceedings of the Vision Modeling and Visualization Conference 2001
Layered Data Representation for Visual Simulation of Terrain Erosion
SCCG '01 Proceedings of the 17th Spring conference on Computer graphics
Morphology-driven simplification and multiresolution modeling of terrains
GIS '03 Proceedings of the 11th ACM international symposium on Advances in geographic information systems
Adaptive hierarchical RBF interpolation for creating smooth digital elevation models
Proceedings of the 12th annual ACM international workshop on Geographic information systems
Terrain generation using genetic algorithms
GECCO '05 Proceedings of the 7th annual conference on Genetic and evolutionary computation
Modeling landscapes with ridges and rivers: bottom up approach
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Modeling landscapes with ridges and rivers
Proceedings of the ACM symposium on Virtual reality software and technology
Terrain Synthesis from Digital Elevation Models
IEEE Transactions on Visualization and Computer Graphics
Interactive physically based fluid and erosion simulation
NPH'05 Proceedings of the First Eurographics conference on Natural Phenomena
Table mountains by virtual erosion
NPH'05 Proceedings of the First Eurographics conference on Natural Phenomena
Cellular automata for real-time generation of infinite cave levels
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Semantic constraints for procedural generation of virtual worlds
Proceedings of the 2nd International Workshop on Procedural Content Generation in Games
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
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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We present an algorithm mainly designed to reconstruct Digital Elevation Maps (DEM). Our approach relays on a fast and highly controllable fractal-based algorithm, we are able to create DEMs according to given constraints. Thus, these constraints can be given as scattered dataset of elevations obtained by satellite, our method supersamples this data and creates the according smooth terrain surface. Moreover, as a painter can make a sketch of his model, the final user can give or edit the main characteristics, local details and morphology, of his wanted DEM instantaneously obtaining the resulting terrain surface. Note that there is no limitation on the number of local constraints (that could vary from 0 to the number of points of the final DEM). Thus, the method we propose gives the ability to modify the global aspect (the surface behavior) as well as to constrain any local detail of the final terrain model. This paper presents the algorithm and reconstruction examples. Using a Root Mean Square Error computation between an original model and its downsampled-then-reconstructed version, the results confirm the method good behavior and show its efficiency. Other various terrain models and alternative applications are presented.