OpenGL Procedural Terrain Generation

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Italy
Documenting my journey into procedural terrain generation, using OpenGL and C++.
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15 entries
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buzzelliart
June 17, 2024
OpenGL procedural terrain - a longer walk

OpenGL procedural terrain.
Here is a smalll list of some of the techniques I used here:
. tessellation shaders
. trilinear texture mapping
. 2D billboards
. displacement mapping
. wind animation using noise texture
. HDR
. advanced bloom via downsampling
 

8,629 views
buzzelliart
December 20, 2023
OpenGL procedural terrain - volumetric clouds

Additional experiments with volumetric clouds, solved some glitches and managed to mix the clouds with the scene, using the depth of the scene to avoid to show clouds occluded by scene objects (like the terrain). For now I just used a simple 3D perlin noise for the clouds, in the future I plan to t…

3,561 views
buzzelliart
December 12, 2023
OpenGL - Displacement Mapping with Tessellation shaders - demo 02

Additional experiments with displacement mapping using OpenGL tessellation shaders. Textures from: Textures.com

3,356 views
buzzelliart
December 06, 2023
OpenGL - Displacement Mapping with Tessellation shaders

More experiments with terrain rendering, trying to add finer detail using a displacement map, applied over a procedurally generated terrain.
Textures from: Textures.com and FreePBR.com

3,427 views
buzzelliart
November 29, 2023
OpenGL procedural terrain - triplanar texture mapping + normal mapping

Just a small demo of triplanar texture mapping + normal mapping in action over a procedurally generated surface.

To better show the effect, in this simple demo I used a brick texture over a very smooth terrain (generated using small values of "persistence").

Textures from:

. FreePBR.com

. Textures.com

C…

3,371 views
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buzzelliart
November 06, 2023
Procedural terrain + adaptive exposure + BLOOM

Improved bloom + experiments with adaptive exposure.

Bloom is heavily inspired by the method described by Jorge Jimenez in his great slides here: http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare (starts from slide 144)

9,005 views
buzzelliart
October 31, 2023
A small walk inside my procedurally generated terrain

A small walk inside my procedurally generated terrain. Rendered in OpenGL.
The terrain was created using multiple layers of perlin noise and applying hydraulic erosion on it.

Grass and flowers are rendered using billboards and instancing.

6,310 views
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