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Robert S. Mace

dblp:47/473 · DBLP profile ↗
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1ranked-venue papers
0as first author
0since 2021 · last 1989
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1

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
1 paper
Rendering · 44% Image and video processing · 28% Computer animation and physical simulation · 28%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation › natural phenomena simulation
erosion simulation
0.011989
The synthesis and rendering of eroded fractal terrains · SIGGRAPH 1989
Image and video processing › image statistics › statistical image modeling › noise modeling
noise synthesis
0.011989
The synthesis and rendering of eroded fractal terrains · SIGGRAPH 1989
Rendering › surface rendering
terrain rendering
0.011989
The synthesis and rendering of eroded fractal terrains · SIGGRAPH 1989
Rendering › ray tracing
height field ray tracing
0.011989
The synthesis and rendering of eroded fractal terrains · SIGGRAPH 1989
Rendering
ray tracing
0.011989
The synthesis and rendering of eroded fractal terrains · SIGGRAPH 1989

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

stochastic subdivision · 0.0fractional brownian motion · 0.0fourier filtering · 0.0
YearPublicationVenuePosition
1989 The synthesis and rendering of eroded fractal terrains
abstract
In standard fractal terrain models based on fractional Brownian motion the statistical character of the surface is, by design, the same everywhere. A new approach to the synthesis of fractal terrain height fields is presented which, in contrast to previous techniques, features locally independent control of the frequencies composing the surface, and thus local control of fractal dimension and other statistical characteristics. The new technique, termed noise synthesis, is intermediate in difficulty of implementation, between simple stochastic subdivision and Fourier filtering or generalized stochastic subdivision, and does not suffer the drawbacks of creases or periodicity. Varying the local crossover scale of fractal character or the fractal dimension with altitude or other functions yields more realistic first approximations to eroded landscapes. A simple physical erosion model is then suggested which simulates hydraulic and thermal erosion processes to create gloabl stream/valley networks and talus slopes. Finally, an efficient ray tracing algorithm for general height fields, of which most fractal terrains are a subset, is presented.
F. Kenton Musgrave, Craig E. Kolb, Robert S. Mace
SIGGRAPH3