A Review of Digital Terrain Modeling
Terrains are a crucial component of three‐dimensional scenes and are present in many Computer Graphics applications. Terrain modeling methods focus on capturing landforms in all their intricate detail, including eroded valleys arising from the interplay of varied phenomena, dendritic mountain ranges...
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Published in | Computer graphics forum Vol. 38; no. 2; pp. 553 - 577 |
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Main Authors | , , , , , , |
Format | Journal Article |
Language | English |
Published |
Oxford
Blackwell Publishing Ltd
01.05.2019
Wiley |
Subjects | |
Online Access | Get full text |
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Abstract | Terrains are a crucial component of three‐dimensional scenes and are present in many Computer Graphics applications. Terrain modeling methods focus on capturing landforms in all their intricate detail, including eroded valleys arising from the interplay of varied phenomena, dendritic mountain ranges, and complex river networks. Set against this visual complexity is the need for user control over terrain features, without which designers are unable to adequately express their artistic intent. This article provides an overview of current terrain modeling and authoring techniques, organized according to three categories: procedural modeling, physically‐based simulation of erosion and land formation processes, and example‐based methods driven by scanned terrain data. We compare and contrast these techniques according to several criteria, specifically: the variety of achievable landforms; realism from both a perceptual and geomorphological perspective; issues of scale in terms of terrain extent and sampling precision; the different interaction metaphors and attendant forms of user‐control, and computation and memory performance. We conclude with an in‐depth discussion of possible research directions and outstanding technical and scientific challenges. |
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AbstractList | Terrains are a crucial component of three‐dimensional scenes and are present in many Computer Graphics applications. Terrain modeling methods focus on capturing landforms in all their intricate detail, including eroded valleys arising from the interplay of varied phenomena, dendritic mountain ranges, and complex river networks. Set against this visual complexity is the need for user control over terrain features, without which designers are unable to adequately express their artistic intent. This article provides an overview of current terrain modeling and authoring techniques, organized according to three categories: procedural modeling, physically‐based simulation of erosion and land formation processes, and example‐based methods driven by scanned terrain data. We compare and contrast these techniques according to several criteria, specifically: the variety of achievable landforms; realism from both a perceptual and geomorphological perspective; issues of scale in terms of terrain extent and sampling precision; the different interaction metaphors and attendant forms of user‐control, and computation and memory performance. We conclude with an in‐depth discussion of possible research directions and outstanding technical and scientific challenges. |
Author | Galin, Eric Benes, Bedrich Gain, James Cordonnier, Guillaume Peytavie, Adrien Guérin, Eric Cani, Marie‐Paule |
Author_xml | – sequence: 1 givenname: Eric surname: Galin fullname: Galin, Eric – sequence: 2 givenname: Eric surname: Guérin fullname: Guérin, Eric – sequence: 3 givenname: Adrien surname: Peytavie fullname: Peytavie, Adrien – sequence: 4 givenname: Guillaume surname: Cordonnier fullname: Cordonnier, Guillaume – sequence: 5 givenname: Marie‐Paule surname: Cani fullname: Cani, Marie‐Paule – sequence: 6 givenname: Bedrich surname: Benes fullname: Benes, Bedrich – sequence: 7 givenname: James surname: Gain fullname: Gain, James |
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ContentType | Journal Article |
Copyright | 2019 The Author(s) Computer Graphics Forum © 2019 The Eurographics Association and John Wiley & Sons Ltd. Published by John Wiley & Sons Ltd. 2019 The Eurographics Association and John Wiley & Sons Ltd. Distributed under a Creative Commons Attribution 4.0 International License |
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Snippet | Terrains are a crucial component of three‐dimensional scenes and are present in many Computer Graphics applications. Terrain modeling methods focus on... Terrains are a crucial component of three-dimensional scenes and are present in many Computer Graphics applications. Terrain modeling methods focus on... |
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SubjectTerms | Authoring Categories and Subject Descriptors (according to ACM CCS): Shape Modeling [Computer Graphics] Complexity Computer graphics Computer memory Computer Science Computer simulation Erosion Geomorphology Graphics Landforms Metaphor River networks Sampling error Terrain |
Title | A Review of Digital Terrain Modeling |
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