
ing. A neural network could be trained by using
the current avalanching implementation to produce a
ground truth.
We have not yet incorporated temperature into our
simulation, which is another important factor for veg-
etation growth. In order to support the full range
of real-world temperatures, we would like to com-
bine this with snow and ice simulations, potentially
accounting for thermal erosion. In particular, the
aeolian erosion framework seems well-suited to be
adapted for snow dune simulation. Using real-world
elevation and weather data or alternatively, a full
weather simulation are other avenues worth explor-
ing. In a similar manner, further weather effects such
as lightning strikes, as well as forest fires as imple-
mented in (Cordonnier et al., 2017) are not yet con-
sidered.
Another limitation of our model is the high num-
ber of parameters, which make interaction more com-
plex for an artist in the current state. As pointed out
by a reviewer, we think that further work should iden-
tify meaningful presets and organize parameters into
main parameters as well as less important ones for
fine-tuning. Another possibility would be developing
a set of more intuitive meta-parameters that control
the current parameters behind the scenes.
Lastly, there is a wide array of research available
with more realistic vegetation models. As our ex-
pertise is in erosion simulations and our goal was to
combine multiple different simulations into a single
real-time implementation, we chose to leave this ad-
ditional complexity out and developed our own sim-
ple method, allowing us to freely design the vegeta-
tion model to suit the needs of the erosion simulation.
Incorporating the state of the art in vegetation simula-
tions is thus left for future work.
ACKNOWLEDGEMENTS
The textures and meshes used for trees, bushes and
seaweed are from Sketchfab users (evan4129, 2024;
OwenCalingasan, 2024) and licensed as CC BY
4.0 (Creative Commons, 2024).
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