Questions tagged [procedural-generation]
The procedural-generation tag has no usage guidance.
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Perlin noise/ Noise
Let's say I want to make a gradient for a perlin noise. I always notice codes such as below :
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Calculating texture UVs on world origin shift
I am using procedural tiling terrains for very large worlds, and to avoid floating point errors I'm periodically shifting all parent objects back closer to zero.
The Unity terrains textures are ...
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USDZ File doesn't show PBR Texture in Quick Look
I have a USDZ file containing a picture in a 3D frame. The frame has a PBR wood grain texture, and when I browse the file in XCode (or import it into Reality Composer), the grain is visible and ...
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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 ...
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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 $c_{t,x,y}-c_{t-1,x,y}$, $...
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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 ...
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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:
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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 ...
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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?
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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 ...
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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 ...
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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 ...
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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 ...
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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/...
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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. ...
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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 (...
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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 ...
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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 ...
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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:
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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 ...
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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 ...
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Benchmark GLSL fragment shader
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.
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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 ...
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Creating an "ink spread" effect with a glsl fragment shader
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 ...
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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 ...
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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 ...
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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 ...
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Does the original Perlin noise ever have any advantage over Simplex noise?
Perlin noise is one of the most popular procedural noise functions. Perlin later developed Simplex noise which improves on some of the shortcomings of Perlin noise, notably its inefficiency in higher ...