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Journal Articles Computer Graphics Forum Year : 2019

Procedural Riverscapes

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Abstract

This paper addresses the problem of creating animated riverscapes through a novel procedural framework that generates the inscribing geometry of a river network and then synthesizes matching real-time water movement animation. Our approach takes bare-earth heightfields as input, derives hydrologically-inspired river network trajectories, carves riverbeds into the terrain, and then automatically generates a corresponding blend-flow tree for the water surface. Characteristics, such as the riverbed width, depth and shape, as well as elevation and flow of the fluid surface, are procedurally derived from the terrain and river type. The riverbed is inscribed by combining compactly supported elevation modifiers over the river course. Subsequently, the water surface is defined as a time-varying continuous function encoded as a blend-flow tree with leaves that are parameterized procedural flow primitives and internal nodes that are blend operators. While river generation is fully automated, we also incorporate intuitive interactive editing of both river trajectories and individual riverbed and flow primitives. The resulting framework enables the generation of a wide range of river forms, ranging from slow meandering rivers to rapids with churning water, including surface effects, such as foam and leaves carried downstream.
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Dates and versions

hal-02281637 , version 1 (09-09-2019)

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Adrien Peytavie, Thibault Dupont, Eric Guérin, Yann Cortial, Benes Benes, et al.. Procedural Riverscapes. Computer Graphics Forum, In press, ⟨10.1111/cgf.13814⟩. ⟨hal-02281637⟩
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