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PROCEDURAL TERRAIN

Procedural Terrain: Image
Procedural_1Octave.PNG
Procedural_2Octaves.PNG
Procedural_100Octaves.PNG

My first foray into computer graphics came with the creation exploration of procedural terrain in OpenGL. In the case of this project I used Perlin Noise, and experimented using a differing number of octaves between generations (2, 4, & 8 above).

In practice octaves are each a separate instance of a terrain generation, wherein the case of multiple octaves are added together and averaged. Thus the more octaves used the smoother and more natural the generated terrain looks. At 2, 4 and 8 octaves the implementation had very noticeable diminishing returns as the number of octaves increased. By 16 octaves (featured in the video below), the differences became nearly unnoticeable.

Procedural Terrain: Gallery

Explore the one of the infinite possibilities of procedural terrain generation! (Rendered with 16 octaves)

Procedural Terrain: Video
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