is to extract the details from the base terrain. The
next step is to find the areas in the base and target ter-
rains that best match one another and produce a map
of these relationships. The last step is to re-organize
the details to match the mapping and then add these
details through subdivision, refining the base terrain.
To extracting these details and copying them be-
tween terrains, we use the subdivision and reverse
subdivision filters created by Samavati and Bartels
(Samavati and Bartels, 1999). We also explore an-
other method of extraction where we estimate the lo-
cal fractal scale, using this estimate to create multi-
fractal terrains by-example.
When copying the details from target terrain to the
base terrain it is important that information coming
from one type of feature, gets applied to that same
type of feature. For example the peak of a moun-
tain should get applied to another mountain peak. To
achieve this mapping we have developed two meth-
ods. The first is interactive, relying upon the user to
select matching areas. The other method is automatic,
based on a texture synthesis technique.
1.2 Contributions & Organization
This work makes the following contributions: (1) use
of multi-resolution analysis to extract and apply high-
resolution terrain information, (2) two techniques for
matching similar areas of the example terrain and the
terrain being synthesized are presented, (3) adapta-
tion and use of Image Quilting (Efros and Freeman,
2001) to automatic matching of terrain features, and
(4) adaptation of Losasso and Hoppe’s residuals mea-
surement (Losasso and Hoppe, 2004) to estimate frac-
tal scale when creating multi-fractals.
The remainder of this paper is organized as follows.
Section 2 reviews work related to terrain synthesis.
The data we use is described in Section 3. Section 4
discusses multi-resolution modeling and our reasons
for using multi-resolution analysis. Section 5 presents
the terrain by-example system. Section 6 discusses
terrain rendering. Lastly, Section 7 shows results and
Section 8 presents conclusions and future work.
2 BACKGROUND
Fournier et. al (Fournier et al., 1982) and Lewis
(Lewis, 1987) developed fractal and general stochas-
tic subdivision methods for creating synthetic ter-
rains. These two techniques succeed in creating a
variety of terrain-like objects. Although the terrains
produced by these systems look interesting and im-
pressive, there are problems with the created terrains.
The first is that they lack the characteristics of ero-
sion. The second is that it is difficult to control the
fractal or stochastic functions to create a specific ter-
rain. The last is that these terrains tend to be homoge-
neous (i.e., they are similarly rough, or smooth, over
the entire terrain).
Miller (Miller, 1986) improved Fournier et. al’s
midpoint insertion technique by replacing linear in-
terpolation with third order B-spline based subdivi-
sion. This removes artifacts associated with the origi-
nal midpoint technique.
There exist several works where the resolution
of existing terrain models is increased through esti-
mating the fractal dimension of the terrain (Pumar,
1996) (Brivio and Marini, 1996) (Losasso and Hoppe,
2004). This estimate is used to provide fractal values
to fill in the new data points. Our multi-fractal by-
example technique differs from these works in that
we estimate the size of the fractal displacement on
the target terrain at high resolution, rather than by the
displacements present in the base terrain.
Musgrave et. al (Musgrave et al., 1989), Kelley
(Kelley et al., 1988), Benes and Forsbach (Benes and
Forsbach, 2001), and Nagashima (Nagashima, 1997)
are among the researchers that have developed ero-
sion simulations to increase the realism of procedu-
rally created terrains. Such systems reproduce the ef-
fects of water, thermal, and other types of erosion.
However, there are problems with these processes.
The first is that these methods usually take a large
amount of time to simulate the erosion. The second
problem is that these processes introduce a large num-
ber of new parameters (e.g., number of time steps,
rainfall patterns, soil conditions, wind patterns, etc.)
that must be accurate to achieve realistic and pre-
dictable results. These parameters are difficult to se-
lect accurately (Nagashima, 1997). Another problem
is the evaluation of accuracy. All the proposed sys-
tems admit to being mostly empirical models that aim
to capture the essential behavior of a few of the most
noticeable erosion processes. Lastly, it has not been
determined how erosion effects can be simulated in
scenarios where the user wishes to increase the reso-
lution of real terrain data. In this situation we do not
want the erosion to eliminate existing features.
Musgrave in Ebert’s book (Ebert, 1994) discusses a
variation on fractal synthesis known as multi-fractals.
This technique improves upon fractal terrains by vary-
ing the fractal scale over the terrain, resulting in het-
erogenous features. Unfortunately, automatic appli-
cation of multifractals is difficult and can easily pro-
duce undesired effects as is shown in (Ebert, 1994).
Chiang et. al (Chiang et al., 2005) present an inter-
active approach to terrain synthesis. In their system
the underlying shape of the terrain is created from
simple geometric objects (e.g., prisms, cones, etc).
These primitives are matched to a terrain units by
cross-section, mountain ridge, or contour similarity.
Terrain units are extracted from a database of terrain
TERRAIN SYNTHESIS BY-EXAMPLE
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