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category
Terrain
49 pages.
2026
Authoring Terrestrial Planets with Diffusion Models
Computer Graphics Forum, vol. 45, #2, e70390
2026
GRAVID
Deep learning for detecting slope instabilities from terrestrial time-lapse cameras.
2026
Terrain Synthesis and Authoring based on Iso‐Contours
Computer Graphics Forum, vol. 45, #2, e70389
2025
Vector-based Terrain Modelling
Computer Graphics Forum, e70160
2024
2024
Terrain Amplification using Multi-scale Erosion
ACM Transactions on Graphics, vol. 43, #4, pp. 1-12
2024
Vector-based terrain authoring
Journées françaises d'informatique graphique (jFIG) 2024, 31 octobre 2024, Strasbourg (France).
2023
EOLE
Physics-based simulation of aeolian landforms, between cellular automata and computer graphics.
2023
Authoring Terrains with Spatialised Style
Computer Graphics Forum,
2023
Forming Terrains by Glacial Erosion
ACM Transactions on Graphics, vol. 42, #4, pp. 1-14
2023
Interactive Authoring of Terrain using Diffusion Models
Computer Graphics Forum,
2022
Gradient Terrain Authoring
Computer Graphics Forum, vol. 41, #2, pp. 85-95
2022
PTRM: Perceived Terrain Realism Metric
ACM Transactions on Applied Perception,
2022
StyleDEM: a Versatile Model for Authoring Terrains
Journées françaises d'informatique graphique (jFIG) 2022 à Bordeaux, 25 novembre 2022, Bordeaux (France).
2021
Ampli
Assisting artists in the authoring of virtual worlds, from sketches and coarse data to detailed maps.
2021
Synthesizing Geologically Coherent Cave Networks
Computer Graphics Forum,
2021
Synthesizing Geologically Coherent Cave Networks
Journées Françaises de l'Informatique Graphique JFIG 2021, Nice Sophia-Antipolis (France).
2020
Desertscape Simulation
Computer Graphics Forum, vol. 38, #7, pp. 47-55
2020
Modeling Rocky Scenery using Implicit Blocks
The Visual Computer, vol. 36, #10, pp. 2251-2261
2020
Modeling Rocky Scenery using Implicit Blocks
Journées Françaises d'Informatique Graphique (JFIG 2020), 27 novembre 2020, Nancy (France).
2020
Real-Time Hyper-Amplification of Planets
The Visual Computer,
2020
Simulation, Modeling and Authoring of Glaciers
ACM Transactions on Graphics,
2019
A Review of Digital Terrain Modeling
Computer Graphics Forum, vol. 38, #2, pp. 553-577
2019
Orometry-based Terrain Analysis and Synthesis
ACM Transactions on Graphics,
2019
Procedural Riverscapes
Computer Graphics Forum,
2019
Procedural Tectonic Planets
Computer Graphics Forum,
2019
Terrain Amplification with Implicit 3D Features
ACM Transactions on Graphics,
2018
Amplification de Terrains avec des caractéristiques implicites 3D
Journées de l’Association Française d’Informatique Graphique, 16 novembre 2018, Poitier (France).
2017
Authoring Landscapes by Combining Ecosystem and Terrain Erosion Simulation
ACM Transactions on Graphics, vol. 36, #4, p. 134
2017
Coherent multi-layer landscape synthesis
The Visual Computer,
2017
Interactive Example-Based Terrain Authoring with Conditional Generative Adversarial Networks
ACM Transactions on Graphics, vol. 36, #6, pp. 1-13
2016
HDWorld
Multi-scale procedural synthesis of very large, highly detailed natural scenes.
2016
Large Scale Terrain Generation from Tectonic Uplift and Fluvial Erosion
Computer Graphics Forum, vol. 35, #2, pp. 165-175
2016
Sparse representation of terrains for procedural modeling
Computer Graphics Forum, vol. 35, #2, pp. 177-187
2015
Papaya
Procedural generation of huge digital worlds for next-generation games.
2015
Patch-based Terrain Synthesis
International Conference on Computer Graphics Theory and Applications, 14 mars 2015, Berlin (France), 6 pages
2015
Terrain Modelling from Feature Primitives
Computer Graphics Forum, vol. 34, #6, pp. 198-210
2014
Landscape Specification Resizing
CLEI, 19 septembre 2014, Montevideo (Uruguay), pp. 1-10
2014
Modélisation de terrains par primitives
Journées de l’Association Française d’Informatique Graphique, 28 novembre 2014, Reims (France).
2013
Terrain Generation Using Procedural Models Based on Hydrology
ACM Transactions on Graphics, vol. 32, 143:1-143:13
2012
Mango
Building a new generation of graphics engine technology for triple-A games.
2012
Génération procédurale de rivières et de terrains
25èmes Journées de l’Association Française d’Informatique Graphique (AFIG), 20 novembre 2012, Calais (France), pp. 1-10
2010
Feature based terrain generation using diffusion equation
Computer Graphics Forum, vol. 29, pp. 2179-2186
2010
2009
Arches : a Framework for Modelling Complex Terrains
Computer Graphics Forum, vol. 28, #2, pp. 457-467
2009
Procedural Generation of Rock Piles Using Aperiodic Tiling
Computer Graphics Forum, vol. 28, #7, pp. 1801-1809
2008
Modélisation de terrains complexes 3D
21e Journées Annuelles de l'Association Française d'Informatique Graphique, 19 novembre 2008, Toulouse (France).
2007
Genac II
Automatic content generation tools for video game studios.

































