Terrain generation improvements

Last semester I wrote a little project simulating rain to generate terrain with signs of water erosion. As successful I was you can judge from a video showing the current state of my project.

This semester I would like to fix some problems my implementation have. Those problems involve some bugs to fix inside my shader as well as in my lighting.

In case of lighting, I’m using only basic Phong lighting with the sun represented by a point source (what I expected to be) far enough from the terrain. This position doesn’t even correspond to my skybox. That is the reason for weird lighting on the sides of mountains.This post is sponsored by our partners Wigs

In terms of the actual algorithm, there are several problems. First one is that if you want to have more than one patch of terrain, you will end up with flat edges in between of them. This is caused by the fact my algorithm cannot transport raindrops to the adjacent patches.

Literature

http://hpcg.purdue.edu/papers/Benes01SCCG.pdf

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