I think I'm understanding what your intentions are more are now. Emulation rather than simulation. I was watching some of your videos and I can see what is obviously Earth data but integrated into different shaped continents- they seemed to be anyway.
You are going to use Earth data and superimpose your design map on that and change the data where necessary. Then you'll blend in the area using fractal code that will emulate the appearance of the Earth data. Is that what you're going to do Cameni?
I was considering using Earth data myself. The most difficult feature to emulate is the structure- especially with the present tools. You really have to manually do it. Even the most obvious structures like mountain ranges are very time consuming to create. Most artists either use real world data and integrate that or more or less place fractal masses and erode it. The less
obvious structures are easier to get away with. But in a planetary renderer you can just see the difference between a procedural engine mush, and the real world.
In terms of laying down the design map stage, I think the contour tool that I suggested where the tool operates on vectors would save oodles of time AND it would guarantee predictable flow, even over the large surfaces (with the help of interpolation algorithms which you would only have to run at bake time). I'm sure that if someone coded it on a gpu, it would run very well in rt, even with larger point sets. Wilbur has a contour shader as does Leveller, that updates with the modelling, but it's the underlying mechanics of painting with pixels and the lighting in 3D, that slows it down. You wouldn't even need a 3D interface, I think 2D (with the occasional bake to 3D) would be easier to work with.
I've asked Mike at Global Mapper if he'll implement it. He's put it on his to do list but he reckons it won't be that easy to do. I asked for brush pressure sensitivity- and perhaps that's out of his area of expertise.
World Machine's spline tools are very useful as well but when you're considering modelling a real looking mountain range you need all the help you can get. That's where the watersheds representation could be applied. If you could procedurally generate an L-system (for want of a better description) of ridges/basins, it could potentially make the creation of very large mountain ranges with correct drainage, a possibility. A future version of World Machine may include this tool. You would define your primary backbone rigde using a lofting curve for heights, (possibly define the boundary or footprint of the range- much like a reverse watershed) and then hit generate and grow the network of smaller, lower ridges off that.
This could be applied to all of the terrain data, not just mountain ranges, Define the watershed area, define the principle river (which would serve as the backbone ridge), hit generate, and you grow from that a network of basins. The program would always have to fill in the other part though to save time- ie the basin networks for the mountains, the ridge networks for the watersheds. Maybe there are some subdivision routines out there that would fly on the gpu.
Different terrain morphologies could be created much like different trees are created with L-Systems. Then you get into the idea that you could sample r-w terrain and if you could repesent it internally on this scheme, develop libraries of morphologies. If the sampling was good You wouldn't even need erosion! GeoControl has this feature that lets you generate infinite levels of detail, by zooming in and re-generating the terrain. It breaks down a little bit a after a while (you lose the initial looks of the terrain), but it is really excellent. The program represents terrain in a heirarchical form- well it uses the noise octaves, and stores terrain morphologies as library presets under this scheme. It doesn;t use the watershed
ordering though, but I reckon he's got the right setup to take it in that direction.
I think if we're going to have very large terrain creation, usefully predictable hydrology, good intuitive artist tools, we're going to need both contours and the networks idea. To do that we'll probably need the software to be able to sample input terrain and internally represent it as vector networks within an overarching framwework of watershed subdivision.
Apologies for banging on, but this stuff really interests me
monks