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Terrain enhancement WebGL demo

WebGL demo for the article "Real-time terrain enhancement with controlled procedural patterns".

Authors:

  • Charline Grenier
  • Éric Guérin
  • Éric Galin
  • Basile Sauvage

augmented_terrain

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.

augmented_terrain_large

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.

fbm_terrain_large

Terrain enhancement using simple fBm noise. As previously, procedural details are computed 20 times in a row at each update to measure significant runtimes.

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