The development of new technologies allows the interactive visualization of virtual worlds showing an increasing amount of details and spacial extent. The production of plausible landscapes within these worlds becomes a major challenge, not only because the important part that terrain features and ecosystems play in the quality and realism of 3D sceneries, but also from the editing complexity of large landforms at mountain range scales. Interactive authoring is often achieved by coupling editing techniques with computationally and time demanding numerical simulation, whose calibration is harder as the number of non-intuitive parameters increases.This thesis explores new methods for the simulation of large-scale landscapes. Our goal is to im...