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Exploring Procedural Generation in Real-Time 3D Environments

Published September 2025 Computational Art · 3D Rendering

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.

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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));
            }
          

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Real-time generation of atmospheric skyboxes with dynamic sun and cloud patterns using volumetric raymarching techniques.

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Fractal Terrains

Generation of infinite fractal landscapes with multi-layered noise functions and adaptive tessellation.

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