I. Introduction
Recent years have been marked with a striking evolution of sketch-based modeling tools [1], [2], [3], [4], which have the interesting property of benefiting greatly from real-time feedback while editing. As the object to be modeled increases in complexity, the modeling tool becomes more involving to develop. In the special case of terrain modeling, exemplified in figure 1, the challenge is to create in real-time realistic terrain features with intuitive strokes and guided landscape design. Sketch-based terrain modeling example in our tool: as each stroke is drawn (left) or manipulated (right), the terrain is tessellated in the GPU to follow the stroke. In the CPU, the quadtree data structure (middle) controls the quadrilateral patches sent to the GPU.