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Terrain sketching
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Symposium on Interactive 3D Graphics archive
Proceedings of the 2009 symposium on Interactive 3D graphics and games table of contents
Boston, Massachusetts
SESSION: Mesh processing table of contents
Pages: 31-38  
Year of Publication: 2009
ISBN:978-1-60558-429-4
Authors
James Gain  University of Cape Town
Patrick Marais  University of Cape Town
Wolfgang Straßer  University of Tübingen
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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ABSTRACT

Procedural methods for terrain synthesis are capable of creating realistic depictions of heightfield terrains with little user intervention. However, users often do wish to intervene in controlling the placement and shape of landforms, but without sacrificing realism. In this paper, we present a sketching interface to procedural terrain generation. This system enables users to draw the silhouette, spine and bounding curves of both extruding (hills and mountains) and embedding landforms (river courses and canyons).

Terrain is interactively generated to match the sketched constraints using multiresolution surface deformation. In addition, the wavelet noise characteristics of silhouette strokes are propagated to the surrounding terrain. With terrain sketching users can interactively create or modify landscapes incorporating varied and complex land-forms.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

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Watanabe, N. 2004. A Sketching Interface for Terrain Modeling. Master's thesis, University of Tokyo.
 
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Collaborative Colleagues:
James Gain: colleagues
Patrick Marais: colleagues
Wolfgang Straßer: colleagues