Computer Graphics Forum · 2011 · 18 citations · 31 references
ComputingComputer ScienceComputer GraphicsLandscape ModelingTerrain AnalysisDigital Terrain ModelingGeometry ProcessingLandscape ModelsProcedural GraphicsProcedural ModelingAdaptive ResolutionComputational Geometry For GraphicsLandscape GeometryProcedural GenerationProcedural Landscape GenerationProcedural Scene GenerationProcedural Scene ModelingTerrain Generation
Abstract Realistic terrain models are required in many applications, especially in computer games. Commonly, procedural models are applied to generate the corresponding models and let users experience a wide variety of new environments. Existing algorithms generate landscapes immediately with view‐dependent resolution and without preprocessing. Unfortunately, landscapes generated by such algorithms lack river networks and therefore appear unnatural. Algorithms that integrate realistic river networks are computationally expensive and cannot be used to generate a locally adaptive high resolution landscape during a fly‐through. In this paper, we propose a novel algorithm to generate realistic river networks. Our procedural algorithm creates complete planets and landscapes with realistic river networks within seconds. It starts with a coarse base geometry of a planet without further preprocessing and user intervention. By exploiting current graphics hardware, the proposed algorithm is able to generate adaptively refined landscape geometry during fly‐throughs.
31
Hugues Hoppe · 1996 · 2.8K citations · Full text
Image quilting for texture synthesis and transfer
Alexei A. Efros, William T. Freeman · 2001 · 2.4K citations
View-dependent refinement of progressive meshes
Hugues Hoppe · 1997 · 842 citations · Full text
Computer rendering of stochastic models
Alain Fournier, Don Fussell, Loren Carpenter · Communications of the ACM · 1982 · 818 citations
Scan Primitives for GPU Computing
eScholarship (California Digital Library) · 2007 · 513 citations · Full text