In Proceedings of CASA'09 Workshop on 3D Advanced Media in Gaming and Simulation

A survey of procedural methods for terrain modelling

Ruben M. Smelik, Klaas Jan de Kraker, Saskia A. Groenewegen, Tim Tutenel, and Rafael Bidarra

 a) Terrain interactively created using procedural brushes (De Carpentier and Bidarra, 2009). b) Plant distribution simulation (Deussen et al., 1998). c) Complex building facade (Finkenzeller and Bender, 2008). d) A 3D render of a height-map generated using L3DT (Torpy, 2009). e) A plant model generated using XFrog (Greenworks, 2009). f) and g) A road network and corresponding city generated using CityEngine (Procedural, inc., 2009).

Procedural methods are a promising but underused alternative to manual content creation. Commonly heard drawbacks are the randomness of and the lack of control over the output and the absence of integrated solutions, although more recent publications increasingly address these issues. This paper surveys procedural methods applied to terrain modelling, evaluating realism of their output, performance and control users can exert over the procedure.


More Information

Citation

Ruben M. Smelik, Klaas Jan de Kraker, Saskia A. Groenewegen, Tim Tutenel, and Rafael Bidarra, A survey of procedural methods for terrain modelling, In Proceedings of CASA'09 Workshop on 3D Advanced Media in Gaming and Simulation, pp. 25–34, 2009.

BibTex

@inproceedings{bib:smelik:2009,
    author       = { Smelik, Ruben M. and de Kraker, Klaas Jan and Groenewegen, Saskia A. and Tutenel, Tim and Bidarra, Rafael },    
    title        = { A survey of procedural methods for terrain modelling },
    booktitle    = { In Proceedings of CASA'09 Workshop on 3D Advanced Media in Gaming and Simulation },
    year         = { 2009 },
    pages        = { 25--34 },
    address      = { Amsterdam, The Netherlands },
    url          = { https://publications.graphics.tudelft.nl/papers/411 },
}