itoc | Terrain Generation
References
- Polygonal Map Generation for Games
- Making maps with noise functions
- Noise Functions and Map Generation
- Friday Facts #390 - Noise expressions 2.0 | Factorio
- Fantasy Maps for fun and glory – javascript, mapmaking, procedural generation
- making realistic terrain : r/proceduralgeneration
- Game terrain generation is pretty simple, actually - YouTube
- Better Mountain Generators That Aren’t Perlin Noise or Erosion - YouTube
- This terrain generator is better than yours (Daydream pt. 8) - YouTube
- Procedural Terrain Generation - YouTube
Tectonic Plates
- Experilous: Procedural Planet Generation
- Evelios Development: procedural
- Procedural World: Continent
Minecraft
- World generation – Minecraft Wiki
- How Minecraft ACTUALLY Works 💎⛏️ - YouTube
- Reinventing Minecraft world generation by Henrik Kniberg - YouTube
- Minecraft terrain generation in a nutshell - YouTube
- How Does This World Gen Have Sloped Rivers and Waterfalls? - YouTube
- How Does Minecraft Generate Worlds? - YouTube
Wave Function Collapse
- mxgmn/WaveFunctionCollapse: Bitmap & tilemap generation from a single example with the help of ideas from quantum mechanics
- Superpositions, Sudoku, the Wave Function Collapse algorithm. - YouTube
Diterministic
- Deterministic Procedural Wave Function Collapse - Game Development Stack Exchange
- Infinite Modifying in Blocks – BorisTheBrave.Com
- GIF
Papers
[1] J. Olsen, “Realtime Procedural Terrain Generation,” Oct. 2004.
[2] H. Hnaidi, E. Guérin, S. Akkouche, A. Peytavie, and E. Galin, “Feature based terrain generation using diffusion equation,” Computer Graphics Forum, vol. 29, no. 7, pp. 2179–2186, 2010, doi: 10.1111/j.1467-8659.2010.01806.x.
[3] 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, p. 143:1-143:13, Jul. 2013, doi: 10.1145/2461912.2461996.
[4] J. Génevaux et al., “Terrain Modelling from Feature Primitives,” Computer Graphics Forum, vol. 34, no. 6, pp. 198–210, Sep. 2015, doi: 10.1111/cgf.12530.
[5] 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.
[6] E. Guérin, J. Digne, E. Galin, and A. Peytavie, “Sparse representation of terrains for procedural modeling,” Computer Graphics Forum, vol. 35, no. 2, pp. 177–187, May 2016, doi: 10.1111/cgf.12821.
[7] G. Cordonnier et al., “Authoring landscapes by combining ecosystem and terrain erosion simulation,” ACM Trans. Graph., vol. 36, no. 4, p. 134:1-134:12, Jul. 2017, doi: 10.1145/3072959.3073667.
[8] É. Guérin et al., “Interactive example-based terrain authoring with conditional generative adversarial networks,” ACM Trans. Graph., vol. 36, no. 6, pp. 1–13, Dec. 2017, doi: 10.1145/3130800.3130804.
[9] G. Cordonnier, M.-P. Cani, B. Benes, J. Braun, and E. Galin, “Sculpting Mountains: Interactive Terrain Modeling Based on Subsurface Geology,” IEEE Trans. Visual. Comput. Graphics, vol. 24, no. 5, pp. 1756–1769, May 2018, doi: 10.1109/TVCG.2017.2689022.
[10] E. Galin et al., “A Review of Digital Terrain Modeling,” Computer Graphics Forum, vol. 38, no. 2, pp. 553–577, 2019, doi: 10.1111/cgf.13657.
[11] C. Grenier, É. Guérin, É. Galin, and B. Sauvage, “Real‐time Terrain Enhancement with Controlled Procedural Patterns,” Computer Graphics Forum, vol. 43, no. 1, p. e14992, Feb. 2024, doi: 10.1111/cgf.14992.
[12] 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: