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Fast and Gorgeous Erosion Filter

blog.runevision.com

11–20 of 25 posts

Re: Fast and Gorgeous Erosion Filter

#11

The blog post and the companion video (and shader source code) explain an erosion technique which emulates gorgeous branching gullies and ridges without simulation, while still allowing every point to be evaluated in isolation, which means it’s fast, GPU-friendly, and trivial to generate in chunks.

The video was really well done, very interesting even though I’m not very familiar with the subject. Is this the sort of thing that would go into a game like No Man’s Sky to improve the planet generation?

In my opinion, any game featuring large-scale, realistic terrain would benefit from a tool like this. You simply can't hand-craft every ridge on a mountain range at that scale. Unless you're recreating a real-world location using satellite and LIDAR height data, procedural filters are the only way to achieve that level of geological detail efficiently.

Re: Fast and Gorgeous Erosion Filter

#14
I enjoyed Dwarf Fortress random map generation because it simulated erosion pretty well. Small creeks started in the mountains and flowed to the ocean getting larger as it went. Deep valleys and waterfalls too in places made for interesting maps.

Be interesting if we can start getting 3D games with random maps that are realistically generated and have interesting features in the future.

Re: Fast and Gorgeous Erosion Filter

#15
post #14

I enjoyed Dwarf Fortress random map generation because it simulated erosion pretty well. Small creeks started in the mountains and flowed to the ocean getting larger as it went. Deep valleys and waterfalls too in places made for interesting maps. Be interesting if we can start getting 3D games with random maps that are realistically generated and have interesting features in the future.

It is worth noting that although the result here is visually impressive for erosion aesthetics, it is also not practical for the generation of physically-plausible lakes and rivers. Proper hydrological simulation is required because non-local information is crucial, something which this shader technique doesn't attempt to simulate. Without that, you're likely to end up with rivers flow uphill and lakes that don't properly overflow from valley passes and suchlike.

Source: I'm a core dev for Veloren, which uses a very detailed hydrological simulation for its world generation. More info here: https://veloren.net/blog/devblog-43/

Re: Fast and Gorgeous Erosion Filter

#17
post #16

Any remember the 90s software Terragen and Vue3d?

I loved playing around with KPT Bryce so much. IDK if it ever was used productively, but it was so ahead of its time.

Bryce! One of the most fantastic[1] UIs.

[1] https://en.wikipedia.org/wiki/Bryce_%28software%29#/media/Fi...

Re: Fast and Gorgeous Erosion Filter

#18
I was expecting something about the morphological erosion operator but this was pretty cool.

Some of the techniques here seem to be motivated by physical processes (e.g. rain). I wonder if that could be taken further to derive the whole process?

Re: Fast and Gorgeous Erosion Filter

#19
post #14

I enjoyed Dwarf Fortress random map generation because it simulated erosion pretty well. Small creeks started in the mountains and flowed to the ocean getting larger as it went. Deep valleys and waterfalls too in places made for interesting maps. Be interesting if we can start getting 3D games with random maps that are realistically generated and have interesting features in the future.

It is worth noting that although the result here is visually impressive for erosion aesthetics, it is also not practical for the generation of physically-plausible lakes and rivers. Proper hydrological simulation is required because non-local information is crucial, something which this shader technique doesn't attempt to simulate. Without that, you're likely to end up with rivers flow uphill and lakes that don't pro…

Veloren is awesome! Thanks for the work you do, I’ve enjoyed playing it quite a bit. It’s been a while so maybe time to check it out again soon.

Re: Fast and Gorgeous Erosion Filter

#20

Earlier quoted context omitted.

It is worth noting that although the result here is visually impressive for erosion aesthetics, it is also not practical for the generation of physically-plausible lakes and rivers. Proper hydrological simulation is required because non-local information is crucial, something which this shader technique doesn't attempt to simulate. Without that, you're likely to end up with rivers flow uphill and lakes that don't pro…

Veloren is awesome! Thanks for the work you do, I’ve enjoyed playing it quite a bit. It’s been a while so maybe time to check it out again soon.

Thanks, I'm glad to hear it :) Unfortunately I've not had much time to work on it recently for personal reasons, but the project is still very much active and receives regular updates!
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