4 ms·
To add another note, as complex as real world terrain is, you can generate those fractal mountain patterns and drainage basins algorithmically with a bit of wor
by gavanwoolery 12y ago
To add another note, as complex as real world terrain is, you can generate those fractal mountain patterns and drainage basins algorithmically with a bit of work. There are many ways to go about it, one would be recursive spacial partitioning, another would be to explicitly grow out a tree pattern while minding collision and proximity to other branches. Also, it is possible to use diffusion limited aggregation or erosion simulation but I have been down both those routes and they are not as easy to get good results with.
- mjn 12y agoFurther reading: 1. A semi-standard textbook on the subject, but now a bit dated (don't be fooled by the 2002 date on the 3rd ed., most of the text is from the 1st ed): http://www.amazon.com/Texturing-Modeling-Third-Edition-Procedural/dp/1558608486 http://www.amazon.com/Texturing-Modeling-Third-Edition-Proce... 2. A more recent but much shorter survey paper: http://graphics.tudelft.nl/Publications-new/2009/SDGTB09a/SDGTB09a.pdf http://graphics.tudelft.nl/Publications-new/2009/SDGTB09a/SD...
- hunterloftis 12y agoThanks for this! I've been looking for resources on building out lifelike macro-terrain-structures.