In this exploration, we've developed an algorithm that generates infinite, coherent 3D landscapes in real-time using Perlin noise functions and GPU-accelerated shaders. The system dynamically creates terrain features including mountains, rivers, and vegetation patterns that adapt to viewer position and camera orientation.
Technical Breakthroughs
Hierarchical LOD (Level of Detail) system that scales detail based on viewer distance
Fractal noise blending for seamless transitions between terrain types
GPU-accelerated heightmap generation using WebGL compute shaders
// Real-time heightmap function float getHeight(vec2 pos) { float base = noise3D(pos * 0.1) * 30.0; base += noise3D(pos * 0.2) * 15.0; base += noise3D(pos * 0.4) * 7.5; return base; } // Vegetation density algorithm float getVegetation(vec2 pos, float height) { float h = height / 100.0; return smoothstep(0.3, 0.5, h) * (1.0 - smoothstep(0.7, 0.85, h)); }