Procedural method for fast table mountains modelling in virtual environments

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Abstract

Natural terrains created by long-term erosion processes can sometimes have spectacular forms and shapes. The visible form depends often upon internal geological structure and materials. One of the unique terrain artefacts occur in the form of table mountains and can be observed in the Monument Valley (Colorado Plateau, USA). In the following article a procedural method is considered for terrain modelling of structures, geometrically similar to the mesas and buttes hills. This method is not intended to simulate physically inspired erosion processes, but targets directly the generation of eroded forms. The results can be used as assets by artists and designers. The proposed terrain model is based on a height-field representation extended by materials and its hardness information. The starting point of the technique is the Poisson Faulting algorithm that was originally used to obtain fractional Brownian surfaces. In the modification, the step function as the fault line generator was replaced with a circular one. The obtained geometry was used for materials' classification and the hardness part of the modelled terrain. The final model was achieved by the erosive modification of geometry according to the materials and its hardness data. The results are similar to the structures observed in nature and are achieved within an acceptable time for real-time interactions.

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APA

Warszawski, K. K., Nikiel, S. S., & Mrugalski, M. (2019). Procedural method for fast table mountains modelling in virtual environments. Applied Sciences (Switzerland), 9(11). https://doi.org/10.3390/app9112352

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