Flexible Terrain Erosion - Structural Models and Tools in Computer Graphics
Journal Articles The Visual Computer Year : 2024

Flexible Terrain Erosion

Marc Hartley
Christophe Fiorio
Noura Faraj

Abstract

In this paper, we present a novel particlebased method for simulating erosion on various terrain representations, including height fields, voxel grids, material layers, and implicit terrains. Our approach breaks down erosion into two key processes - terrain alteration and material transport - allowing for flexibility in simulation. We utilize independent particles governed by basic particle physics principles, enabling efficient parallel computation. For increased precision, a vector field can adjust particle speed, adaptable for realistic fluid simulations or user-defined control. We address material alteration in 3D terrains with a set of equations applicable across diverse models, requiring only per-particle specifications for size, density, coefficient of restitution, and sediment capacity. Our modular algorithm is versatile for real-time and offline use, suitable for both 2.5D and 3D terrains.
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Friday, December 6, 2024
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Friday, December 6, 2024
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Dates and versions

hal-04603075 , version 1 (06-06-2024)

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Marc Hartley, Nicolas Mellado, Christophe Fiorio, Noura Faraj. Flexible Terrain Erosion. The Visual Computer, 2024, 40, pp.4593-4607. ⟨10.1007/s00371-024-03444-w⟩. ⟨hal-04603075⟩
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