Landscapes Synthesis Achieved through Erosion and Deposition Process Simulation
Abstract
This paper describes an original approach to terrain evolution in landscapes synthesis. In order to create some realistic landforms, we simulate geologically contrasted terrains and apply to them deterministic erosion processes. This allows us to relate the erosion on any point of the landsurface to local geological parameters. Any height field may be chosen as an initial topographic surface. Small perturbations may be introduced to avoid unpleasant regularities. A 3D model defines the geological parameters of each point according to its elevation. Our method is iterative: at each step, rock removal and possible alluvial deposition are computed at each point of the landsurface. The available erosion laws simulate mechanical erosion, chemical dissolution and alluvial deposition. At the end of each iteration, a new landsurface and the corresponding river network are created. Landsurfaces can be visualized at the final stage by two rendering algorithms including natural textures mapping. The stream network and the ridges may also be visualized.
BibTeX
@article {10.1111:1467-8659.1230375,
journal = {Computer Graphics Forum},
title = {{Landscapes Synthesis Achieved through Erosion and Deposition Process Simulation}},
author = {Roudier, P. and Peroche, B. and Perrin, M.},
year = {1993},
publisher = {Blackwell Science Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {10.1111/1467-8659.1230375}
}
journal = {Computer Graphics Forum},
title = {{Landscapes Synthesis Achieved through Erosion and Deposition Process Simulation}},
author = {Roudier, P. and Peroche, B. and Perrin, M.},
year = {1993},
publisher = {Blackwell Science Ltd and the Eurographics Association},
ISSN = {1467-8659},
DOI = {10.1111/1467-8659.1230375}
}