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Posted 20 December 2011 - 10:36 AM
Posted 20 December 2011 - 03:36 PM
Posted 20 December 2011 - 03:41 PM
Posted 20 December 2011 - 03:52 PM
Posted 20 December 2011 - 04:13 PM
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.
I hope you find it useful.
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.
Posted 20 December 2011 - 05:07 PM
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.
Posted 20 December 2011 - 06:04 PM
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