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dc.contributor.authorDerzapf, Evgenijen_US
dc.contributor.authorGanster, Björnen_US
dc.contributor.authorGuthe, Michaelen_US
dc.contributor.authorKlein, Reinharden_US
dc.contributor.editorBing-Yu Chen, Jan Kautz, Tong-Yee Lee, and Ming C. Linen_US
dc.date.accessioned2015-02-27T16:13:41Z
dc.date.available2015-02-27T16:13:41Z
dc.date.issued2011en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2011.02052.xen_US
dc.description.abstractRealistic 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.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltd.en_US
dc.titleRiver Networks for Instant Procedural Planetsen_US
dc.description.seriesinformationComputer Graphics Forumen_US


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  • 30-Issue 7
    Pacific Graphics 2011 - Special Issue

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