Dataflow/GPGPU based procedural terrain system (2007)


These 4 showing GPGPU generated terrain
The terrain generation system is also dataflow(and GPGPU) based,
but these screen shots were shot before the dataflow graph editor was working, they will get updated soon.

The terrain is built by this sequence:
1. sum a base map layer with an octave based noise layer.
2. erode with stochastic fluvial erosion (based on code from John P. Beale).
3. Generate normals.
4. Ambient Occlusion via depth map shadows and image (spherical mapped) based lighting.
96 accumulated/averaged shadow passes at random camera angles.
The camera angle determines the uv lookup into the sphere map.
5. Transfer position and color data to vertex buffers.