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dc.contributor.authorRoudier, P.en_US
dc.contributor.authorPeroche, B.en_US
dc.contributor.authorPerrin, M.en_US
dc.date.accessioned2014-10-21T07:25:41Z
dc.date.available2014-10-21T07:25:41Z
dc.date.issued1993en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/1467-8659.1230375en_US
dc.description.abstractThis 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.en_US
dc.publisherBlackwell Science Ltd and the Eurographics Associationen_US
dc.titleLandscapes Synthesis Achieved through Erosion and Deposition Process Simulationen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume12en_US
dc.description.number3en_US
dc.identifier.doi10.1111/1467-8659.1230375en_US
dc.identifier.pages375-383en_US


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