Author_Institution :
IBM Thomas J. Watson Res. Center, Yorktown Heights, NY, USA
Abstract :
In recent years, generating both realistic and fanciful terrain has roused substantial interest among computer graphics specialists, motion picture and special-effects artists, geologists, and even mathematicians. Most fractal terrain models have been based on Fourier filtering, midpoint displacement, Poisson faulting, and successive random additions. Techniques such as these, while often creating convincing fractal forgeries of natural mountain terrain, do not always account for the fact that mountains are not statistically self-similar or identical from top to bottom. Nor do many prior methods naturally account for the beautiful ridges, craters, streaks, and various other features often associated with extraterrestrial terrain. The simple, flexible approach I present creates aesthetic extraterrestrial terrain with rich structures of varying asymmetry
Keywords :
Gaussian distribution; fractals; geography; geomorphology; geophysics computing; random number generation; realistic images; Fourier filtering; Poisson faulting; aesthetic extraterrestrial terrain; computer graphics; extraterrestrial terrain; extraterrestrial terrain generation; fanciful terrain; fractal terrain models; geologists; midpoint displacement; motion picture; natural mountain terrain; realistic terrain; successive random additions; Brownian motion; Computer graphics; Equations; Filtering; Fourier transforms; Fractals; Geology; Logistics; Motion pictures; Random number generation;