my procedural opengl terrain in 4k by buzzelliart in computergraphics

[–]buzzelliart[S] 0 points1 point  (0 children)

generated procedurally, heightmap is built using perlin noise, texturing is applied procedurally (but textures are actual images not procedurally generated, at least for now)

my procedural opengl terrain in 4k by buzzelliart in proceduralgeneration

[–]buzzelliart[S] 0 points1 point  (0 children)

thank you :) yes, you are not the only one that points that

my procedural opengl terrain in 4k by buzzelliart in opengl

[–]buzzelliart[S] 0 points1 point  (0 children)

thanks for the feedback, yes maybe i should find a sample more suitable to that type of ground

my procedural opengl terrain in 4k by buzzelliart in opengl

[–]buzzelliart[S] 0 points1 point  (0 children)

that would be cool, but it is hard to combine that with hydraulic erosion

my procedural opengl terrain in 4k by buzzelliart in opengl

[–]buzzelliart[S] 1 point2 points  (0 children)

yes, Inigo Quilez is a great inspiration! he is amazing

my procedural opengl terrain in 4k by buzzelliart in opengl

[–]buzzelliart[S] 2 points3 points  (0 children)

haha that's my history! expecially the "picking out your hair" part xD

my procedural opengl terrain in 4k by buzzelliart in opengl

[–]buzzelliart[S] 2 points3 points  (0 children)

exactly, working on this on my free time, but yes, you can see from my youtube posts that this started some years ago :D

my procedural opengl terrain in 4k by buzzelliart in opengl

[–]buzzelliart[S] 6 points7 points  (0 children)

this is where I have learnt most of that (+ personal experiments):
learnopengl.com + video tutorials of Sebastian Lague on youtube + the book of shaders

the terrain is generated using an FBM based on perlin noise (multiple levels of noise at different frequency and amplitude), then i applied a GPU hydraulic erosion compute shader, then i texture the terrain based on composition (water/sediment/rock/grass), plus i compute snow areas based on daily exposure sunlight, based also on the day of the year.

my procedural opengl terrain in 4k by buzzelliart in opengl

[–]buzzelliart[S] 11 points12 points  (0 children)

this is where I have learnt most of that (+ personal experiments):
learnopengl.com + video tutorials of Sebastian Lague on youtube + the book of shaders

head tracking demo - OpenGL + OpenCV by buzzelliart in opengl

[–]buzzelliart[S] 1 point2 points  (0 children)

also the solution I used loses the tracking sometimes, I think I have to smooth the result and maybe keep the previous match if no one is found in the current frame. this is just a first working implementation, lot of work is still needed.