Questions tagged [procedural-generation]
The procedural-generation tag has no usage guidance.
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Procedural generation of genus $k$ tori triangle meshes
I am looking for code or pseudo-code for the generation of genus $k$ tori triangle meshes. I want to get something like in the image here. Book/paper references, code, github links, etc. are all ...
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Are systems like double pendulum used for generating terrain?
Looking at the output of the angle of this double pendulum made me think this was a good candidate for generating realistic looking terrain profiles. I can't be the first to notice this so I was ...
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LOD/culling algorithms with procedural meshes
I am experimenting with procedural meshes. Those are generated at runtime in a compute shader. I'm getting to the point where those geometries are big enough to require some sort of culling/LODing ...
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How can I generate such vector field animation?
I want to generate a vector field animation similar to what is shown at 55s in this video, it looks a bit like wind in a grass/wheat field, I would like to know what kind of equation / noise generator ...
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Zebra-Like Patterns Generated By Linear PDE
I wrote some code which basically computes the color value $c_{t+1,x,y}$ of a pixel at time $t+1$ and position $(x,y)$ by taking adding linear transformations of the values $c_{t,x,y}-c_{t-1,x,y}$, $...
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Efficiently generating consistent procedural sequences from random seed and a start point?
This isn't coming from graphics but more from some simple synthetic data generation problem but I have a hunch there are tricks from landscape generation to use here.
Consider the line (1d) for ...
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Filling pixels under or above some function
Seems like a simple problem, but I just cant wrap my head around it.
I have a config file in which I declare a few functions. It looks like this:
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Procedural generation of biological models
I was wondering if anyone can point me in the direction of some research papers, or articles that describe a method for generating biological 3D models.
I am drafting a prototype for a new game that ...
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Custom Create Maps in OpenGL
I am trying to create some procedurally created terrains for which i need to create noise maps. How do I create a texture of noise map in OpenGL and then pass that in my vertex shader as a heightMap?
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What fast algorithms can generate not-realistic but quite handsome animated landscapes?
I was looking for algorithms that quickly compute quite nice realistic, or not realistic, animated landscapes, in video format ("animated" = the camera moves, or the water is animated, etc.) But all I ...
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Procedural Generation of 4D Shapes
I'm curious if anyone has any insight into how one might procedurally generate 4D objects, as showcased in Miegakure (or the developer's other game, 4D Toys ).
I built a program a while back to do ...
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Creating a Smooth 3D Mesh from a 2D Outline
I am trying to find (or maybe create) an algorithm for creating a smooth, rounded 3D mesh given a 2D outline. I'm trying to recreate a system from a Gamecube game called Amazing Island, and you can ...
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How to approximate the heightmap of processed wood?
In the above image, you can see that there is some slight variation of the height of each wood plank. These variations do NOT come from the wood texture itself, but from the way it was cut, i.e if a ...
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Organic 2d tree generation
I'm looking for a code to generate organic 2d trees like thiskind of shapes
Gerard Ferrandez has an example to generate some tree but not organic like the picture shape https://codepen.io/ge1doot/pen/...
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Help with efficient quadtree vertices indexing to avoid redundancy
I am creating a quad tree from ground zero, because I am going to collapse it from bottom up I am refining it with a certain LoD level.
I am using glm for mathematics and opengl for rendering. ...