Procedural 3D terrain - OpenGL - improved realism
3D Programming
You can jump to the main points in the video using the following timecodes: 0:00 - adjusting elevation and heightmap noise parameters 0:51 - moving light 1:03 - adjust snow level 1:32 - start hydraulic erosion 1:43 - adjust water amount 1:55 - adjust sediment amount 2:32 - adding aerial perspective (fog) 4:00 - camera flyby inside the generated terrain
Procedurally generated 3D terrain with perlin noise. Additional experiments with procedural 3d terrain generation, new additions: . snow . improved atmospheric perspective . improved hydraulic erosion algorithm . basic day/night cycle . showing deposition of sediment . improved overall realism
There is a lot of space for additional improvements, in particular with the rendering of rivers (which look very ugly now) and adding some sort of LOD and general optimizations. The erosion computation is now performed on the CPU, I should probably try to move it in a compute shader.
The small 3D viewer I developed features soft shadows, normal mapping, hdr lighting, bloom, parallax mapping, cubemap skybox and reflections.
Terrain textures from: FreePBR.com Cubemap from: https://opengameart.org/content/miramar-skybox
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