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Hyunkel

Looking for coherent 3d noise reading material

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I am currently getting into procedural geometry generation and noise is a vital aspect of this, I know very little about.
So I am looking for related reading material (books, online blogs etc), preferably but not necessarily in relation to geometry generation.


Any suggestions?

Cheers,
Hyu

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I may be off here, but perlin noise is probably what you are looking for, can be used for any number of dimensions you wish, and produces really really good results if used properly. It's really simple to work with once you have an implementation of it (found all over the internet).

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Hi Hyu,

I'm not sure what kind of geometry you're talking about, but i just wrote a (technical) article on my blog on
using procedural noise to generate heightfields on the GPU.

http://www.decarpententier/scape-procedural-basics

It also includes an FX Composer project to experiment with the explained algorithms.
I hope you find it useful.

Kind regards,
Giliam

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Hi Hyu,

I'm not sure what kind of geometry you're talking about, but i just wrote a (technical) article on my blog on
using procedural noise to generate heightfields on the GPU.

http://www.decarpententier/scape-procedural-basics

I hope you find it useful.

Kind regards,
Giliam


I'm currently working on my masters thesis which involves procedurally generated planets.
At the moment I'm using simple 3d perlin noise to modify the height values of projected grids to create a planet with a very high range of lod's, at least that's one of the approaches I'm trying.
It works rather well, but using nothing but simple coherent noise, the geometry looks rather boring, and not very much like the surface of a planet.

Your article is very interesting, especially since you calculate your noise on the gpu, which is something I definitely want to try.
Thanks! :)




Texturing and Modeling: A Procedural Approach is pretty much the Bible for noise generation, covering many years of research by Perlin, Worley, Musgrave, etc... into noise generation, fractals, cellular functions, genetic algorithms, etc.... Good stuff there, providing a nice hefty introduction to the basic concepts.


This is definitely the kind of book I am looking for, thanks!

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I'm currently working on my masters thesis which involves procedurally generated planets.
At the moment I'm using simple 3d perlin noise to modify the height values of projected grids to create a planet with a very high range of lod's, at least that's one of the approaches I'm trying.
It works rather well, but using nothing but simple coherent noise, the geometry looks rather boring, and not very much like the surface of a planet.

Your article is very interesting, especially since you calculate your noise on the gpu, which is something I definitely want to try.
Thanks! :)



Glad to be of help. I originally wrote that code as part my own master thesis on procedural terrain a few years back.
But perhaps then, you'll find that original thesis useful as well. And it does contain a large number of references.
You can download it from the Downloads section at http://www.decarpent...nl/scape-render (another related article, focusing on efficiently rendering (edited) terrain).

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This is going to be very helpful indeed!
My university has provided me with a few thesis related to procedural terrain generation, but they were rather disappointing.
Yours on the other hand looks very interesting at first glance, and you have covered quite a few topics that are relevant for what I am trying to do.

Thank you very much for sharing! :)

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Hi,

I wrote another article on procedural terrain generation, covering two novel algorithms. The second algorithm one wasn't covered by my thesis yet, so that might be of interest to you as well.

The article:
http://www.decarpent...ural-extensions

scape_smooth_erosion_scene1b-568x319.jpg

An FX Composer project implementing these algorithms (as pixel shaders) can be found there as well.

Regards,
Giliam

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Hi again. If you're looking for more implementational details, I've released the full source code of the project that was the basis for the procedural noise articles, as well as my paper on Scape that was previously only viewable by ACM members. If you're interested, see the latest article on my blog.

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