Fast and Gorgeous Erosion Filter

(blog.runevision.com)

44 points | by runevision 2 days ago ago

7 comments

  • runevision 2 days 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 2 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?

    • jadbox 2 hours ago

      very cool!

  • bananaboy 6 minutes ago

    Amazing work!

  • spartanatreyu an hour 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

  • catapart 2 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 an hour ago

    Being able to process separate chunks in parallel is the killer feature for any procgen algorithm - nice.