2016
DOI: 10.1111/cgf.12820
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Large Scale Terrain Generation from Tectonic Uplift and Fluvial Erosion

Abstract: International audienceAt large scale, landscapes result from the combination of two major processes: tectonics which generate the main relief through crust uplift, and weather which accounts for erosion. This paper presents the first method in computer graphics that combines uplift and hydraulic erosion to generate visually plausible terrains. Given a user-painted uplift map, we generate a stream graph over the entire domain embedding elevation information and stream flow. Our approach relies on the stream pow… Show more

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Cited by 56 publications
(57 citation statements)
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References 34 publications
(72 reference statements)
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“…These methods accurately capture small scale terrain features but require a terrain model to be eroded, which can induce large scale inconsistencies. In contrast, the work of [25] proposes a geologically-inspired erosion model that achieves the generation of large scale, plausible terrains by combining fluvial erosion with mountain growth. The user controls the process through the input of an uplift map representing the growth rate of mountains.…”
Section: User Gesturesmentioning
confidence: 99%
“…These methods accurately capture small scale terrain features but require a terrain model to be eroded, which can induce large scale inconsistencies. In contrast, the work of [25] proposes a geologically-inspired erosion model that achieves the generation of large scale, plausible terrains by combining fluvial erosion with mountain growth. The user controls the process through the input of an uplift map representing the growth rate of mountains.…”
Section: User Gesturesmentioning
confidence: 99%
“…Hydraulic erosion techniques were further extended and refined in [2,19]. Large-scale simulation of erosion at the level of entire mountain ranges was addressed in [3]. Erosion-based techniques are difficult to control and cannot be used to simulate large scale terrains at a high resolution.…”
Section: Related Workmentioning
confidence: 99%
“…Researchers in this field have discussed algorithms to create a variety of content, including terrains [1], [2], trees [3], [4], buildings [5] and entire in-game levels [6], [7]. These algorithms take away the task of manually creating assets to be rendered within a scene, and instead focus on how assets can be created on-demand.…”
Section: Motivationmentioning
confidence: 99%
“…As a result of this, interest in researching the procedural creation of cities and other settlements has risen in recent years. 1 http://www.massivesoftware.com/ An aspect often overlooked by existing research in this area is providing historical context for the generated settlements. Providing historical context permits the environment designer to define time periods which influence the development of a city, e.g.…”
Section: Motivationmentioning
confidence: 99%