timate the object properties such as curvature on irreg-
ular data structures. Also, when the triangular mesh
is being deformed during the simulation, it has to be
deformed in such a manner that does not damage its
integrity.
We propose a fast method that is working directly
on triangular meshes and uses curvature estimation
to drive the speed of erosion to simulate visually
plausible erosion scenarios without using complex
physically-based erosion function. The idea to use the
curvature of the object to control the speed of erosion
is supported by the observation of the erosion pro-
cesses in real life. The areas with high mean curvature
are more exposed to natural influences and are eroded
at a faster rate, while the areas with zero or negative
curvature are more protected and are eroded at much
slower rate. We focus our efforts on spheroidal weath-
ering and hydraulic erosion processes as these have
the highest impact on the alteration of landscape ele-
ments over the years. Figure 1 shows a sample result
of our hydraulic erosion simulation. The fluid rep-
resented by a particle system erodes the terrain and
undercuts the river banks creating distinct overhangs
especially in the river bends. The scene and erosion
simulation settings will be discussed in further detail
in Section 4.
To summarize, the main contributions of our paper
are:
• The simulation of spheroidal weathering and hy-
draulic erosion is performed directly on triangular
meshes.
• The simulation speed is driven by mean curvature
of the model which results in highly realistic re-
sults.
• The method represents a fast unified approach that
can be used to simulate both spheroidal weather-
ing and hydraulic erosion.
The paper is organized as follows: Section 2
presents the state-of-the-art methods in the field of
erosion simulation. Section 3 describes the proposed
solution and Section 4 presents the results of the pro-
posed algorithm. Finally, Section 5 concludes the pa-
per.
2 RELATED WORK
Erosion is a process happening in nature by which
material such as sand and rocks is taken from its orig-
inal location, transported and deposited at another
location by means of water, wind or other natural
forces. Erosion is a long-term process that is usu-
ally studied in the context of terrain alteration where
it is the most noticeable. It can however also be ob-
served on smaller individual objects, such as rocks
and stones. The man-made objects, e.g., buildings,
roads or statues, are also affected by the erosion pro-
cesses. Weathering and hydraulic erosion are the two
types of erosion that have the highest impact on the
alteration of the landscape and as such are receiving
the highest attention.
Weathering is a process of breaking down rocks,
e.g., due to the contact with chemical substances, liv-
ing organisms or due to thermal changes. One of the
first weathering approaches was presented by Mus-
grave et al. (Musgrave et al., 1989). They use a sim-
plified global erosion method to simulate weathering
on a fractal terrain stored as a height field. Another
weathering approach was presented by Bene
ˇ
s and Ar-
riaga (Bene
ˇ
s and Arriaga, 2005) which was designed
to generate table mountains. Dorsey et al. (Dorsey
et al., 1999) presented a method for modeling and
rendering of weathered stones using a novel voxel
surface-aligned data structure called slab. This struc-
ture works as an intermediate between the stone and
the surrounding erosion factors and restrains the ero-
sion computation to the regions adjacent to the sur-
face. Jones et al. (Jones et al., 2010) presented
an algorithm for spheroidal and cavernous weather-
ing of rocks with concave surfaces. The algorithm
is built on a voxel grid and the erosion is calcu-
lated through the mean curvature estimation. Ty-
chonievich and Jones (Tychonievich and Jones, 2010)
proposed a weathering method using a tetrahedral
mesh data structure based on Delaunay deformable
models (DDM). They are able to generate visually
plausible results, however, the method is very com-
putationally expensive.
Hydraulic erosion is the erosion caused by still or
running water, but also the erosion caused by glaciers
or avalanches. It has the most noticeable impact on
the evolution of the landscape. The erosion caused
by rain can smooth the rocks and mountains while the
streams and rivers can cause the creation of river beds,
valleys or canyons. Hydraulic erosion methods can
be subdivided into two categories: physically inspired
methods and physically based methods.
The physically inspired methods take inspiration
in natural processes but do not try to simulate them
exactly. Their main purpose is to mimic the erosion
impacts with as little computational effort as possi-
ble, so that the results look good without the need to
simulate the exact physical erosion processes. Mus-
grave et al. (Musgrave et al., 1989) proposed a sim-
ple hydraulic erosion algorithm simulating rain ef-
fects on a terrain represented by a height field. Chiba
et al. (Chiba et al., 1998) introduced a method based
A Unified Curvature-driven Approach for Weathering and Hydraulic Erosion Simulation on Triangular Meshes
123