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Source code for the TOG paper: Terrain Amplification with Implicit 3D Features. Presented at Siggraph Asia 2019.


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Terrain Amplification with Implicit 3D Features

3D terrains - representative image

Source code for some of the results shown in the paper "Terrain Amplification with Implicit 3D Features" published in ACM-TOG in 2019 and presented at Siggraph Asia 2019. This is aimed at researchers, students or profesionnals who may want to reproduce some of the results described in the paper.

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This implementation has been labelled by the GRSI (Graphics Replicability Stamp Initiative), see here for more details.

Important notes

  • This code is not the one which produced the scenes seen in the paper. Everything has been recoded on my side to make sure it is free to use. The original code from the paper is dependent on internal libraries of my team. Hence, the results as well as the timings may differ from the ones in the paper.
  • This is research code provided without any warranty. However, if you have any problem you can still send me an email or create an issue.


There is no dependency. Running the program will output 3 .obj files which can then be visualized in another application (Blender, MeshLab). Tests have been made on:

  • Visual Studio 2017: double click on the solution in ./VS2017/ and Ctrl + F5 to run
  • Visual Studio 2019: double click on the solution in ./VS2019/ and Ctrl + F5 to run
  • Visual Studio 2022: double click on the solution in ./VS2022/ and Ctrl + F5 to run
  • Ubuntu 16.04: cd ./G++/ && make && ./Out/ImplicitTerrains

In you can't compile or run the code, the resulting obj files are available in the Objs/ folder in the repo.


You can use this code in any way you want, however please credit the original article:

	author = {Paris, Axel and Galin, Eric and Peytavie, Adrien and Gu{\'e}rin, Eric and Gain, James},
	title = {Terrain Amplification with Implicit 3D Features},
	journal = {ACM Trans. Graph.},
	volume = {38},
	number = {5},
	year = {2019},
	pages = {147:1--147:15},


There are still some things missing from the paper implementation. They might be added in the future if someone is interested. What is not in the code:

  • Optimized Marching-cubes
  • Hoodoos shape-grammar growth process