References

Minecraft

Wave Function Collapse

Diterministic

Papers

[1] J. Olsen, “Realtime Procedural Terrain Generation”.
[2] J.-D. Génevaux, É. Galin, E. Guérin, A. Peytavie, and B. Benes, “Terrain generation using procedural models based on hydrology,” ACM Trans. Graph., vol. 32, no. 4, pp. 1–13, Jul. 2013, doi: 10.1145/2461912.2461996.
[3] G. Cordonnier et al., “Large Scale Terrain Generation from Tectonic Uplift and Fluvial Erosion,” Computer Graphics Forum, vol. 35, no. 2, pp. 165–175, May 2016, doi: 10.1111/cgf.12820.
[4] P. Tzathas, B. Gailleton, P. Steer, and G. Cordonnier, “Physically‐based analytical erosion for fast terrain generation,” Computer Graphics Forum, vol. 43, no. 2, p. e15033, May 2024, doi: 10.1111/cgf.15033.

See also: