Abstract This paper describes a novel terrain synthesis method based on distances in a weighted graph. A height field is determined by least-cost paths in a weighted graph from a set of generator nodes. The shapes of individual ter-rain features, such as mountains, hills, and craters, are spec-ified by a monotonically decreasing profile describing the cross-sectional shape of a feature. The locations of features in the terrain are specified by placing the generators; sec-ondary ridges are placed by pathing. We show the method to be robust and easy to control, even making it possible to embed images in terrain shadows. The method can produce a wide range of realistic synthetic terrains such as mountain ranges, craters, cinder cones, and hill...
International audienceIn this paper, we present a simple and efficient method to represent terrains ...
In this paper, a new approach to terrain generation based on terrain examples is proposed. Existing ...
Procedural terrain generation is a field that handles procedural, not by hand, generated realistic l...
This paper describes a novel terrain synthesis method based on distances in a weighted graph. A heig...
We present a procedural technique for the controllable synthesis of detailed terrains. We generate t...
Abstract—In this paper, we present an example-based system for terrain synthesis. In our approach, p...
We introduce a compact hierarchical procedural model that combines feature-based primitives to descr...
Mountainous digital terrains are an important element of many virtual environments and find applicat...
The landscapes on Earth are varied and complex, having been created by innumerous physical processes...
Abstract: Synthesizing terrain or adding detail to terrains manually is a long and tedious process. ...
International audienceDigital terrains are a foundational element in the computer-generated depictio...
We present an efficient method for generating coherent multi-layer landscapes. We use a dictionary b...
International audienceMountainous digital terrains are an important element of many virtual environm...
Texture synthesis employs neighbourhood matching to generate appropriate new content. Terrain synthe...
International audienceIn this paper, we present a simple and efficient method to represent terrains ...
In this paper, a new approach to terrain generation based on terrain examples is proposed. Existing ...
Procedural terrain generation is a field that handles procedural, not by hand, generated realistic l...
This paper describes a novel terrain synthesis method based on distances in a weighted graph. A heig...
We present a procedural technique for the controllable synthesis of detailed terrains. We generate t...
Abstract—In this paper, we present an example-based system for terrain synthesis. In our approach, p...
We introduce a compact hierarchical procedural model that combines feature-based primitives to descr...
Mountainous digital terrains are an important element of many virtual environments and find applicat...
The landscapes on Earth are varied and complex, having been created by innumerous physical processes...
Abstract: Synthesizing terrain or adding detail to terrains manually is a long and tedious process. ...
International audienceDigital terrains are a foundational element in the computer-generated depictio...
We present an efficient method for generating coherent multi-layer landscapes. We use a dictionary b...
International audienceMountainous digital terrains are an important element of many virtual environm...
Texture synthesis employs neighbourhood matching to generate appropriate new content. Terrain synthe...
International audienceIn this paper, we present a simple and efficient method to represent terrains ...
In this paper, a new approach to terrain generation based on terrain examples is proposed. Existing ...
Procedural terrain generation is a field that handles procedural, not by hand, generated realistic l...