You can play with the interactive example here: https://www.shadertoy.com/view/sf23W1
Click and drag your mouse around the preview to see how fast it runs
Any remember the 90s software Terragen and Vue3d?
might be fun to try to find parameters that agree well with the statistics of hi res lidar data, perhaps conditioned on geological maps. E.g. describe a geological history with layers of different formations and a pattern of uplift, and get a terrain which agrees with it statistically.
Without simulating erosion you're not going to get a faithful recreation of any particular geological history, but you could get something that looked consistent by virtue of being consistent with the statistics of that topography.
Truly fantastic work! "Holy Grail" is right! Terrain generation just got an upgrade so the tooling is about to start producing some really beautiful results in real time. That's going to be a blast to work with. Thanks!
Being able to process separate chunks in parallel is the killer feature for any procgen algorithm - nice.
Amazing work!
The blog post and the companion video (and shader source code) explain an erosion technique which emulates gorgeous branching gullies and ridges without simulation, while still allowing every point to be evaluated in isolation, which means it’s fast, GPU-friendly, and trivial to generate in chunks.