I've currently been working on an idea for an application that creates procedural terrain with weathered effects (basically, you can speed up simulation and weather on the terrain to shape it with some "history", if you want to). Unfortunately, I've hit a snag in my research -- how to look up material I can learn from!
I've started reading Texturing and Modeling, a Procedural Approach by David Ebert, but I have yet to grasp everything I can get from this book. I'm working with voxels that I can translate into triangle meshes. I've learned about using noise and other things to create height maps for terrain, but I'm looking for something else -- how to generate specific terrain.
What I mean here is that Deserts will have thin lines of different sediment on their mountains, where past rivers have dug down into the ground. Rocks look different in different biomes. Are there techniques to modeling things in a certain way, or techniques for realistic terrain, anyway? Does anyone have any resources or possible keywords to search with? my research is running a little dry :/
BTW: This guy, on youtube: (link here) is sorta what I'm looking for. I've also seen his blog, but I'm still running low on research and leads . . .