Deterministic procedural generation of mesh detail through gradient tiling
Shaun Bangay · Proceedings of the Australasian Computer Science Week Multiconference · 2016
Modern virtual reality systems support scenery of both vast scale and intricate detail at levels beyond that which can be manually created by teams of human content creators. Scene geometry must instead be created through procedural geometry generation. Deterministic tiling strategies that synthesize content over unbounded regions are extended in this paper to resolve issues with structure at tile boundaries, and also achieve required level of detail. The process is demonstrated through its application to the real-time terrain synthesis domain.