DocumentCode
1245300
Title
Generating extraterrestrial terrain
Author
Pickover, Clifford A.
Author_Institution
IBM Thomas J. Watson Res. Center, Yorktown Heights, NY, USA
Volume
15
Issue
2
fYear
1995
fDate
3/1/1995 12:00:00 AM
Firstpage
18
Lastpage
21
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;
fLanguage
English
Journal_Title
Computer Graphics and Applications, IEEE
Publisher
ieee
ISSN
0272-1716
Type
jour
DOI
10.1109/38.365000
Filename
365000
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