7. Conclusions and future work

Figure 7.

Figure 8.

Figure 9.

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and (c) system 7.

(d) [16] system 1, (e) system 10, and (f) system 6.

(a) Skeidarársandur delta [8]; (b) central part zoom in [16]; and (c) extract of system 3.

Technology, Science and Culture - A Global Vision, Volume II

Comparison between river deltas and generated systems, (a) Lena [8], (b) Papua, (c) [8] Mississippi branch,

Results of different methods, (a) method proposed by Seybold [6], (b) method proposed by Teoh [9],

In this chapter, a method for generating branching river skeletons using Lsystems was presented. It was proven that L-systems could be successfully adapted to this task as it was shown by the preliminary resulting systems and their graphic interpretations. This is an original method for generating river deltas and a new application of L-systems. The generated skeletons resemble deltas dominated by the river or by tides and some combinations in between. Also, general guidelines were provided to generate this type of branching structures. These skeletons can be used in procedural terrain generation to add more features in virtual terrains depending on the characteristics of the generated terrains.

As this is a work in progress, some changes will be done in the future to generate more realistic results; curved lines could be used to increase the resemblance to river deltas. By using neural networks, textures could be added automatically over these skeletons. Variability could be improved by switching to stochastic systems, and this approach could be paired with machine learning techniques to perform an automatic generation of the skeletons.
