# Tag Info

Accepted

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

Perlin noise is just a base block, not very interesting by itself. You don't need to modify it, but to combine and filter it in interesting ways. Look at how to make fractal Brownian motion (fBm) with ...
• 4,420

If you want to implement this with GLSL, the general concept that could be applied is multi-pass rendering. In a first render pass, draw some ink on the screen and write the result in a frame buffer ...
• 341
Accepted

### Procedural generation of biological models

I am playing with L-Systems and with some thorough understanding of how they work I think you could manage to get something useful out of them. You can see Paul Bourke's site for a sneak peek of what ...
Accepted

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

One algorithm that's pretty good for this, but very difficult to implement is to find the Medial Axis of the shape and then have various profiles that are based on the signed distance from the medial ...
• 3,421
Accepted

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

A sine wave remapped to [0, 1] and raised to a power will give you periodic ridges: (Desmos graph) That could be a good place to start. It will make perfectly straight, even ridges; but you could ...
• 25.1k

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

The Epsilon is chosen to hit the appropriated Nyquist-Frequency avoiding aliasing. It refers to the highest frequency in your heightfield function. You'll need well knowledge of the definition of your ...
• 51

A lot goes in to benching performance. I think most would agree that measuring the frame time of your application is the best metric you can gather about how well you're doing at run-time. An easy way ...
• 176
Accepted

### Help understanding Perlin Noise

Yep, you've got that right. In Perlin's reference implementation of "improved noise", the noise will be periodic, repeating after 256 units along each axis. It's usually not very noticeable even if ...
• 25.1k

### Organic 2d tree generation

It could be generated as a Lindenmayer System (L-system) with some rules for branch widths (plus some fractal noise) and branch bifurcation. They are parameters you can play with. You can find lots ...
• 301
1 vote
Accepted

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

I can't leave a comment, because I don't have enough reputation points. Do you know how to represent your objects using an implicit function like f(x, y, z)? If so, then you can use Marching Cubes or ...
1 vote

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

for the creation of a 2-dimensional terrains it seems to work well, as your picture shows most clearly. But it does not work for 3-dimensional terrains, because the behavior of a double pendulum is ...
• 1,299
1 vote

### Filling pixels under or above some function

Compute the tangent to the line at that point, Use it to make a tangent vector, then use the point on the line, the point being tested and the new point to create two vectors. Take the dot product of ...
• 3,324
1 vote

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

You could try the FiberMesh technique. Fibermesh takes 3D input curves and interprets them as the contours of the surface. It then creates a smooth surface by using an optimization technique. Here you ...
• 1,283
1 vote

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

Perlin noise not good for real planet surface because planet surface is not random. Planet structure is create by geology/physics and interaction between different parts. This video show geology ...
• 21
1 vote

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

Here’s a video that talks about a couple different techniques. One idea mentioned in the video is to take the values from 0.0 to 1.0 you get from the noise and only care about ones within a certain ...
• 111
1 vote
Accepted

### procedurally generating a texture overlay simulating shrink wrap

I finally arrived at a solution that is not perfect, but seems to be good enough for my application right now. The pipeline is as follows: ...

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