The role of coastal forests and trees in protecting against coastal erosion Gegar Prasetya 1 1 Introduction Shoreline changes induced by erosion and accretion are natural processes that take place over a range of time scales.
You may also be interested in this companion piecewhich describes the placename generation. Inspiration I wanted to make maps that look like something you'd find at the back of one of the cheap paperback fantasy novels of my youth.
I always had a fascination with these imagined worlds, which were often much more interesting than whatever luke-warm sub-Tolkien tale they were attached to. At the same time, I wanted to play with terrain generation with a physical basis.
There are loads of articles on the internet which describe terrain generation, and they almost all use some variation on a fractal noise approach, either directly by adding layers of noise functionsor indirectly e.
These methods produce lots of fine detail, but the large-scale structure always looks a bit off. Features are attached in random ways, with no thought to the processes which form landscapes.
I wanted to try something a little bit different. There are a few different stages to the generator. First we build up a height-map of the terrain, and do things like routing water flow over the surface.
Then we can render the 'physical' portion of the map. Finally we can place cities and 'regions' on the map, and place their labels. Grids To represent the heightmap, first we need a grid of points.
Although it can be simpler to work on a regular square grid, I much prefer to work on an irregular set of points for something like this. With a regular grid, it's very easy to run into weird artifacts, and you often have to do a lot of postprocessing to hide the effects of the grid.
If you use an irregular grid, then there are a few things which are more complicated, but the structure of the grid helps to give the map a rough, organic feel, and you never have to worry about nasty linear artifacts in the finished product.
The approach I use is the same as in this articlewhich is one of the better references out there on how to do non-fractal terrain generation.
I won't go into too much detail here because that article explains it very clearly, with lots of diagrams. I start by selecting points at random within the map.
These points tend to be a bit clumpy and uneven, so I use Lloyd relaxation to improve the point set. For speed, I only use one iteration of this process, but you can repeat it as many times as you like. There are rapidly diminishing returns after a few iterations though.An upcoming special issue of the Journal of Marine Research contains one overview and 11 research articles that describe the results from a NSF-funded Ecology of .
Free coastal erosion papers, essays, and research papers. Coastal Engineering is an international medium for coastal engineers and scientists.
Combining practical applications with modern technological and. The 9th International Conference on Scour and Erosion will take place in Taipei, Taiwan from November The conference provides a platform for scientists and engineers from around the world to exchange ideas and share advances in research and practice on the scientific and engineering challenges related to scour and erosion.
Soil Erosion has been a major issue in the past and will become an even greater issue in the future as population growth continues to expand and land resources are more intensively used, often to a .
Coastal Erosion Research Paper Coastal Erosion Coastal Erosion is a huge problem today and is causing our beaches to get smaller and smaller every year.
Coastal erosion is also causing the coast lines to recede and therefore taking away space for .