Procedural Terrain Generation at GPU Level with Marching Cubes
Bruno Piassi Sâo José, Dembogurski Esteban, Waldo Manuel Fabián González, C.J. Marcelo, Bernardes Vieira, Fabiana Rodrigues Leta · 2007
Figure 1: GPU procedural terrain generation This work presents a procedural terrain generation using the recent Marching Cubes Histogram Pyramids (also known as HPmarcher) implementation. Perlin Noise function is used to procedurally create the terrain. It runs entirely on the Graphics Processing Unit of Shader Model 3.0 and 4.0 graphics hardware.