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 terrain features, such as mountains, hills, and craters, are specified 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; secondary 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 hills. The abili...
The challenge in terrain synthesis for virtual environments is to provide a combination of precise u...
International audienceDigital terrains are a foundational element in the computer-generated depictio...
Synthesis of terrains with complex features has been a challenging problem in computer graphics sinc...
Abstract This paper describes a novel terrain synthesis method based on distances in a weighted grap...
This thesis describes a novel terrain synthesis method based on distances in a weighted graph. The ...
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...
Mountainous digital terrains are an important element of many virtual environments and find applicat...
We introduce a compact hierarchical procedural model that combines feature-based primitives to descr...
Abstract: Synthesizing terrain or adding detail to terrains manually is a long and tedious process. ...
The landscapes on Earth are varied and complex, having been created by innumerous physical processes...
We present an efficient method for generating coherent multi-layer landscapes. We use a dictionary b...
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 ...
International audienceMountainous digital terrains are an important element of many virtual environm...
The challenge in terrain synthesis for virtual environments is to provide a combination of precise u...
International audienceDigital terrains are a foundational element in the computer-generated depictio...
Synthesis of terrains with complex features has been a challenging problem in computer graphics sinc...
Abstract This paper describes a novel terrain synthesis method based on distances in a weighted grap...
This thesis describes a novel terrain synthesis method based on distances in a weighted graph. The ...
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...
Mountainous digital terrains are an important element of many virtual environments and find applicat...
We introduce a compact hierarchical procedural model that combines feature-based primitives to descr...
Abstract: Synthesizing terrain or adding detail to terrains manually is a long and tedious process. ...
The landscapes on Earth are varied and complex, having been created by innumerous physical processes...
We present an efficient method for generating coherent multi-layer landscapes. We use a dictionary b...
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 ...
International audienceMountainous digital terrains are an important element of many virtual environm...
The challenge in terrain synthesis for virtual environments is to provide a combination of precise u...
International audienceDigital terrains are a foundational element in the computer-generated depictio...
Synthesis of terrains with complex features has been a challenging problem in computer graphics sinc...