Fast and Gorgeous Erosion Filter

(blog.runevision.com)

64 points | by runevision 1 day ago

8 comments

  • runevision 1 day ago
    The blog post and the companion video (and shader source code) explain an erosion technique which emulates gorgeous branching gullies and ridges without simulation, while still allowing every point to be evaluated in isolation, which means it’s fast, GPU-friendly, and trivial to generate in chunks.
    • have_faith 3 hours ago
      The video was really well done, very interesting even though I’m not very familiar with the subject. Is this the sort of thing that would go into a game like No Man’s Sky to improve the planet generation?
      • lynnharry 8 minutes ago
        In my opinion, any game featuring large-scale, realistic terrain would benefit from a tool like this. You simply can't hand-craft every ridge on a mountain range at that scale. Unless you're recreating a real-world location using satellite and LIDAR height data, procedural filters are the only way to achieve that level of geological detail efficiently.
    • jadbox 3 hours ago
      very cool!
  • renewiltord 5 minutes ago
    Great write-up. Results are quite stunning.
  • spartanatreyu 2 hours ago
    You can play with the interactive example here: https://www.shadertoy.com/view/sf23W1

    Click and drag your mouse around the preview to see how fast it runs

  • brcmthrowaway 20 minutes ago
    Any remember the 90s software Terragen and Vue3d?
  • catapart 3 hours ago
    Truly fantastic work! "Holy Grail" is right! Terrain generation just got an upgrade so the tooling is about to start producing some really beautiful results in real time. That's going to be a blast to work with. Thanks!
  • p1necone 2 hours ago
    Being able to process separate chunks in parallel is the killer feature for any procgen algorithm - nice.
  • nullc 18 minutes ago
    might be fun to try to find parameters that agree well with the statistics of hi res lidar data, perhaps conditioned on geological maps. E.g. describe a geological history with layers of different formations and a pattern of uplift, and get a terrain which agrees with it statistically.

    Without simulating erosion you're not going to get a faithful recreation of any particular geological history, but you could get something that looked consistent by virtue of being consistent with the statistics of that topography.

  • bananaboy 1 hour ago
    Amazing work!