WebGL demo for the article "Real-time terrain enhancement with controlled procedural patterns".
Authors:
- Charline Grenier
- Éric Guérin
- Éric Galin
- Basile Sauvage
Implementation of a parallel version of our terrain amplification method on graphics hardware. The different features and parameters (such as signal frequencies and amplitudes) can be triggered or disabled using toggle buttons.
It is the same implementation as the previous one, but the procedural details are computer 20 times in a row at each update. On WebGL implementation, runtime on rendering faster than 60fps can't be measured precisely. Here, the objective is to measure significant runtime to compare with a simple fBm enhancement method.
Terrain enhancement using simple fBm noise. As previously, procedural details are computed 20 times in a row at each update to measure significant runtimes.