A rule-based approach to 3D terrain generation via texture splatting
Jonathan William Ferraris, Christos Gatzidis · 2009
A technique derived from the popular texture splatting approach for the automatic colouring and texturing of a given terrain mesh is presented in this publication. Utilizing colour rules, a simple syntax is created allowing for the generation of texture and colour values based on the elevation and angle of a given vertex. Through this combination of elevation and angle, complex features such as ridges, hills and mountains can be described.