Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Aryamaan Jain

dblp:308/8352 · DBLP profile ↗
← Back
6ranked-venue papers
4as first author
6since 2021 · last 2026
0000-0002-4521-2416ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 5 · 4 first-author · 5 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
2 papers
Computer animation and physical simulation · 80% Computational fabrication · 20%
Artificial intelligence
1 paper
3D vision · 50% Generative modeling · 50%

Topics — the 7 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation › natural phenomena simulation
erosion simulation
1.622025
Arenite: A Physics-based Sandstone Simulator · ACM Trans. Graph. 2025
Efficient Debris-flow Simulation for Steep Terrain Erosion · ACM Trans. Graph. 2024
Computer vision › 3D vision
3d reconstruction
1.012026
Pixels2Peaks: Converting Terrain Images to Heightmaps · ACM Trans. Graph. 2026
Machine learning › Generative modeling
diffusion model
1.012026
Pixels2Peaks: Converting Terrain Images to Heightmaps · ACM Trans. Graph. 2026
Computational fabrication › additive manufacturing
material deposition
0.912025
Arenite: A Physics-based Sandstone Simulator · ACM Trans. Graph. 2025
Computer animation and physical simulation
particle-based simulation
0.912025
Arenite: A Physics-based Sandstone Simulator · ACM Trans. Graph. 2025
Computer animation and physical simulation › natural phenomena simulation
terrain simulation
0.812024
Efficient Debris-flow Simulation for Steep Terrain Erosion · ACM Trans. Graph. 2024
Computer animation and physical simulation
physically-based modeling
0.312025
Arenite: A Physics-based Sandstone Simulator · ACM Trans. Graph. 2025

Methods — techniques the papers use, named apart from their topics

diffusion model · 1.0camera parameter estimation · 1.0particle-based deposition · 0.9multi-factor erosion · 0.9GPU simulation · 0.9erosion and deposition algorithm · 0.8GPU flow routing · 0.8
YearPublicationVenuePosition
2026 Pixels2Peaks: Converting Terrain Images to Heightmaps
abstract
A common process in authoring digital scenes for games, films, and virtual environments is for artists to construct 3D geometry that matches a 2D perspective reference image. In the case of the bare-earth terrain, this is typically a manual process since, unlike for trees and buildings, few inverse reconstruction methods currently exist. To address this, we introduce a method for automatically inferring a detailed, consistent, and complete terrain heightmap from a single photographic image. Our initial phase involves extracting camera parameters and a 3D pointmap from the input image, which is then transformed into a heightmap. However, this only recovers the unoccluded portions of the terrain visible from the perspective of the image. The next phase thus entails the generation of plausible occluded regions using a diffusion model trained on terrain elevation data. The entire process is guided by three consistency principles: geomorphological consistency (the features of the occluded terrain resemble the visible portions), hydrological consistency (the river network is uninterrupted and flows reliably), and view consistency (the shape of the rendered terrain accurately matches the input image). We demonstrate that our method obeys these principles, reliably generates terrains across various scales, and integrates with scene authoring workflows.
Aryamaan Jain, James Gain, Guillaume Cordonnier
ACM Trans. Graph.1
2025 Arenite: A Physics-based Sandstone Simulator
abstract
We introduce Arenite, a novel physics-based approach for modeling sandstone structures. The key insight of our work is that simulating a combination of stress and multi-factor erosion enables the generation of a wide variety of sandstone structures observed in nature. We isolate the key shape-forming phenomena: multi-physics fabric interlocking, wind and fluvial erosion, and particle-based deposition processes. Complex 3D structures such as arches, alcoves, hoodoos, or buttes can be achieved by creating simple 3D structures with user-painted erodable areas and vegetation and running the simulation. We demonstrate the algorithm on a wide variety of structures, and our GPU-based implementation achieves the simulation in less than 5 minutes on a desktop computer for our most complex example.
Zhanyu Yang, Aryamaan Jain, Guillaume Cordonnier, Marie-Paule Cani, Zhaopeng Wang, Bedrich Benes
ACM Trans. Graph.2
2024 Learning Based Infinite Terrain Generation with Level of Detailing
abstract
Infinite terrain generation is an important use case for computer graphics, games and simulations. However, current techniques are often procedural which reduces their realism. We introduce a learning-based generative framework for infinite terrain generation along with a novel learning-based approach for level-of-detailing of terrains. Our framework seamlessly integrates with quad-tree-based terrain rendering algorithms. Our approach leverages image completion techniques for infinite generation and progressive super-resolution for terrain enhancement. Notably, we propose a novel quad-tree-based training method for terrain enhancement which enables seamless integration with quad-tree-based rendering algorithms while minimizing the errors along the edges of the enhanced terrain. Comparative evaluations against existing techniques demonstrate our framework’s ability to generate highly realistic terrain with effective level-of-detailing.
Aryamaan Jain, Avinash Sharma 0001, Krishnan Sundara Rajan
3DV1
2024 FastFlow: GPU Acceleration of Flow and Depression Routing for Landscape Simulation
abstract
Abstract Terrain analysis plays an important role in computer graphics, hydrology and geomorphology. In particular, analyzing the path of material flow over a terrain with consideration of local depressions is a precursor to many further tasks in erosion, river formation, and plant ecosystem simulation. For example, fluvial erosion simulation used in terrain modeling computes water discharge to repeatedly locate erosion channels for soil removal and transport. Despite its significance, traditional methods face performance constraints, limiting their broader applicability. In this paper, we propose a novel GPU flow routing algorithm that computes the water discharge in 𝒪(log n) iterations for a terrain with n vertices (assuming n processors). We also provide a depression routing algorithm to route the water out of local minima formed by depressions in the terrain, which converges in 𝒪(log2 n) iterations. Our implementation of these algorithms leads to a 5× speedup for flow routing and 34 × to 52 × speedup for depression routing compared to previous work on a 10242 terrain, enabling interactive control of terrain simulation.
Aryamaan Jain, Bernhard Kerbl, James Gain, Brandon Finley, Guillaume Cordonnier
Comput. Graph. Forum1
2024 Efficient Debris-flow Simulation for Steep Terrain Erosion
abstract
Erosion simulation is a common approach used for generating and authoring mountainous terrains. While water is considered the primary erosion factor, its simulation fails to capture steep slopes near the ridges. In these low-drainage areas, erosion is often approximated with slope-reducing erosion, which yields unrealistically uniform slopes. However, geomorphology observed that another process dominates the low-drainage areas: erosion by debris flow, which is a mixture of mud and rocks triggered by strong climatic events. We propose a new method to capture the interactions between debris flow and fluvial erosion thanks to a new mathematical formulation for debris flow erosion derived from geomorphology and a unified GPU algorithm for erosion and deposition. In particular, we observe that sediment and debris deposition tend to intersect river paths, which motivates the design of a new, approximate flow routing algorithm on the GPU to estimate the water path out of these newly formed depressions. We demonstrate that debris flow carves distinct patterns in the form of erosive scars on steep slopes and cones of deposited debris competing with fluvial erosion downstream.
Aryamaan Jain, Bedrich Benes, Guillaume Cordonnier
ACM Trans. Graph.1
2022 Deep Generative Framework for Interactive 3D Terrain Authoring and Manipulation
abstract
Automated generation and (user) authoring of realistic virtual terrain is most sought for by the multimedia applications like VR models and gaming. The most common representation adopted for terrain is Digital Elevation Model (DEM). In this paper, we propose a novel realistic terrain authoring framework powered by a combination of VAE and generative conditional GAN model. Our framework is an example-based method that attempts to overcome the limitations of existing methods by learning a latent space from a real-world terrain dataset. This latent space allows us to generate multiple variants of terrain from a single input as well as interpolate between terrains while keeping the generated terrains close to real-world data distribution. We also developed an interactive tool that lets the user generate diverse terrains with minimal inputs. We perform a thorough qualitative and quantitative analysis and provide a comparison with other SOTA methods.
Shanthika Naik, Aryamaan Jain, Avinash Sharma 0001, Krishnan Sundara Rajan
IGARSS2