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This paper presents several improvements to the marching triangles algorithm for general implicit surfaces. The original method generates equilateral triangles of constant size almost everywhere on the surface. We present several modifications to adapt the size of the triangles to the curvature of the surface. As cracks may arise in the resulting(More)
Automatic blending has characterized the major advantage of implicit surface modeling systems. Recently, the introduction of deformations based on space warping and Boolean operations between primitives has increased the usefulness of such systems. We propose a further enhancement which will extend the range of models that can be easily and intuitively(More)
This paper presents a system for modeling lichens and simulating their propagation and growth in a virtual scene. Lichens colonize almost every substrate in nature and play an important role in the visual appearance of a natural object. The propagation of lichens over the substrate is performed by an Open Diffusion Limited Aggregation model constrained by(More)
In this paper, we propose an automatic method for generating roads based on a weighted anisotropic shortest path algorithm. Given an input scene, we automatically create a path connecting an initial and a final point. The trajectory of the road minimizes a cost function that takes into account the different parameters of the scene including the slope of the(More)
Although procedural modeling of cities has attracted a lot of attention for the past decade, populating arbitrary landscapes with non-urban settlements remains an open problem. In this work, we focus on the modeling of small, European villages that took benefit of terrain features to settle in safe, sunny or simply convenient places. We introduce a three(More)
This paper presents a diffusion method for generating terrains from a set of parameterized curves that characterize the landform features such as ridge lines, riverbeds or cliffs. Our approach provides the user with an intuitive vector-based feature-oriented control over the terrain. Different types of constraints (such as elevation, slope angle and(More)
We present a procedural method for generating hierarchical road networks connecting cities, towns and villages over large terrains. Our approach relies on an original geometric graph generation algorithm based on a non-Euclidean metric combined with a path merging algorithm that creates junctions between the different types of roads. Unlike previous work,(More)
We present a framework that allows quick and intuitive modeling of terrains using concepts inspired by hydrology. The terrain is generated from a simple initial sketch, and its generation is controlled by a few parameters. Our terrain representation is both analytic and continuous and can be rendered by using varying levels of detail. The terrain data are(More)
In this paper, we present a framework for representing complex terrains with such features as overhangs, arches and caves and including different materials such as sand and rocks. Our hybrid model combines a volumetric discrete data structure that stores the different materials and an implicit representation for sculpting and reconstructing the surface of(More)