# Questions tagged [procedural-generation]

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### Procedural generation of genus $k$ tori triangle meshes

I am looking for code or pseudo-code for the generation of genus $k$ tori triangle meshes. I want to get something like in the image here. Book/paper references, code, github links, etc. are all ...
• 2,083
1 vote
45 views

### Are systems like double pendulum used for generating terrain?

Looking at the output of the angle of this double pendulum made me think this was a good candidate for generating realistic looking terrain profiles. I can't be the first to notice this so I was ...
• 83
1 vote
59 views

### LOD/culling algorithms with procedural meshes

I am experimenting with procedural meshes. Those are generated at runtime in a compute shader. I'm getting to the point where those geometries are big enough to require some sort of culling/LODing ...
• 161
112 views

### How can I generate such vector field animation?

I want to generate a vector field animation similar to what is shown at 55s in this video, it looks a bit like wind in a grass/wheat field, I would like to know what kind of equation / noise generator ...
• 101
38 views

### Zebra-Like Patterns Generated By Linear PDE

I wrote some code which basically computes the color value $c_{t+1,x,y}$ of a pixel at time $t+1$ and position $(x,y)$ by taking adding linear transformations of the values $c_{t,x,y}-c_{t-1,x,y}$, \$...
• 127
46 views

### Efficiently generating consistent procedural sequences from random seed and a start point?

This isn't coming from graphics but more from some simple synthetic data generation problem but I have a hunch there are tricks from landscape generation to use here. Consider the line (1d) for ...
• 101
27 views

### Filling pixels under or above some function

Seems like a simple problem, but I just cant wrap my head around it. I have a config file in which I declare a few functions. It looks like this: ...
• 111
140 views

### Procedural generation of biological models

I was wondering if anyone can point me in the direction of some research papers, or articles that describe a method for generating biological 3D models. I am drafting a prototype for a new game that ...
• 133
29 views

### Custom Create Maps in OpenGL

I am trying to create some procedurally created terrains for which i need to create noise maps. How do I create a texture of noise map in OpenGL and then pass that in my vertex shader as a heightMap? ...
55 views

### What fast algorithms can generate not-realistic but quite handsome animated landscapes?

I was looking for algorithms that quickly compute quite nice realistic, or not realistic, animated landscapes, in video format ("animated" = the camera moves, or the water is animated, etc.) But all I ...
187 views

### Procedural Generation of 4D Shapes

I'm curious if anyone has any insight into how one might procedurally generate 4D objects, as showcased in Miegakure (or the developer's other game, 4D Toys ). I built a program a while back to do ...
• 121
282 views

### Creating a Smooth 3D Mesh from a 2D Outline

I am trying to find (or maybe create) an algorithm for creating a smooth, rounded 3D mesh given a 2D outline. I'm trying to recreate a system from a Gamecube game called Amazing Island, and you can ...
117 views

### How to approximate the heightmap of processed wood?

In the above image, you can see that there is some slight variation of the height of each wood plank. These variations do NOT come from the wood texture itself, but from the way it was cut, i.e if a ...
• 1,696
1 vote
224 views

### Organic 2d tree generation

I'm looking for a code to generate organic 2d trees like thiskind of shapes Gerard Ferrandez has an example to generate some tree but not organic like the picture shape https://codepen.io/ge1doot/pen/...
• 11
1 vote
60 views

### Help with efficient quadtree vertices indexing to avoid redundancy

I am creating a quad tree from ground zero, because I am going to collapse it from bottom up I am refining it with a certain LoD level. I am using glm for mathematics and opengl for rendering. ...
1 vote
81 views

### Evenly distributed point cloud for a grass renderer on a sphere

I'm trying to add some details like grass, rocks, trees, etc. to my little procedurally-generated planet. The meshes for the terrain are created from a spherified cube which is split in chunks (...
• 123
661 views

### What might be causing these artifacts in 5D & 6D simplex noise?

I've been working on writing functions for 5 and 6 dimensional simplex noise, working off FastNoise's 4D function as a base. 2D, 3D and 4D noise all follow a very similar and recognizable pattern ...
6k views

### How to modify Perlin (not simplex) noise to create continental like terrain generation

I have been playing around for a day with Perlin noise, and I am currently stuck. Most of the modifications I have made to the algorithm produce more or less the following: Now, this is a very good ...
• 1,696
504 views

### Help understanding Perlin Noise

I am following this tutorial: Understanding Perlin Noise | Blog To understand Perlin Noise. In particular, right now I am focusing on the following code section: ...
• 1,696
350 views

### procedurally generating a texture overlay simulating shrink wrap

I'm looking for a way to procedurally create a realistically looking texture overlay simulating the object being shrink wrapped. It is only used to be added to single images, so it does not need to ...
160 views

### Correct post-displacement normal calculation (Y-component and epsilon)

I often use a 2D Perlin noise texture to displace a grid in the vertex shader (e.g. terrain, ocean). However, every time I google the method to calculate post-displacement normals there is a slight ...
725 views

How can I benchmark a fragment shader? What my shader does is basically lots of floating point operations, since it's doing some procedural stuff.
2k views

### Why does increasing simplex noise dimension wash it out?

I just tried using this approach to create a tiling 2d simplex noise function with Gustavson's java implementation. The result tiled, but the texture seemed muddy / washed out. I decided to compare ...
• 365
2k views

I have dealt with glsl before, but I still have problems with my understanding of how to achieve certain kinds of effects with per-pixel processing. What I am looking to do is use a fragment shader to ...
• 193
302 views

### Sine-based Tiled Procedural Bump

I am trying to implement this formula to generate bump but I am facing some issue. The result doesn't look the same it's much darker. Here is my result (without same parameters) but it is much darker ...
• 1,219
3k views

### What makes a good permutation table?

I'm implementing improved Perlin noise. Its key feature for randomisation is the hardcoded permutation table, which gives essentially random but reproducible gradients at the cells of the grid. The ...
• 2,720
4k views

### How can I generate procedural noise on a sphere?

I would like to generate procedural noise on the surface of a sphere (e.g. to procedurally generate planets or marble-textured balls). Of course, I could just take a standard noise algorithm and map ...
• 2,720