To keep avatars and other moving objects on the ground in virtual environments, it is necessary to find the points where these objects should contact the terrain. This is often do...
Abstract. We demonstrate a connection between a regular triangulation and a constrained Delaunay triangulation in 2D. We propose an algorithm for edge enforcement in the constraine...
A quadtree-based triangulation, sometimes called an RTIN, is a common hierarchical representation of terrain for 3D visualization. In this paper we focus on the memory/error bound...
A mobile robot represented by a point moving in the plane has to explore an unknown terrain with obstacles. Both the terrain and the obstacles are modeled as arbitrary polygons. W...
Jurek Czyzowicz, David Ilcinkas, Arnaud Labourel, ...
Procedural terrain generation is used to create landforms for applications such as computer games and flight simulators. While most of the existing work has concentrated on algori...