Abstract
Computer-generated erosion and weathering are important to convey setting and mood in computer generated images. Heightmap based landforms are good for distant scenes, but inadequate for scenes containing concave rock formations. Voxel based terrain editing algorithms do admit concave surfaces but do not scale. We introduce weathering on triangulated surface meshes, using a memory efficient modification of the Delaunay deformable model. This structure allows the freedom of an unorganized point cloud, the geometric information and visualization of a surface mesh, and the topological freedom of volumetric approaches—all while scaling linearly with surface complexity. We implement both spheroidal weathering and hydraulic erosion algorithms on this structure and demonstrate that the resulting terrain is visually plausible at modest computational cost.
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Tychonievich, L.A., Jones, M.D. Delaunay deformable mesh for the weathering and erosion of 3D terrain. Vis Comput 26, 1485–1495 (2010). https://doi.org/10.1007/s00371-010-0506-2
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DOI: https://doi.org/10.1007/s00371-010-0506-2