02.13
In Algorithmic Art | Tags: heightmap, particle deposition, procedural terrain, random walk
And now, for another deviation from algorithmic music. Â As part of my research in building virtual worlds, I am exploring effective methods of creating interesting and detailed heightmaps for procedural terrain.
My earlier posts showed off some landscapes that were created using spectral synthesis and terrain deposition. I am now exploring methods that I hope will bring greater realism to the heightmaps. Having developed a set of algorithms that use Brownian motion (random walks) as well as certain erosion techniques to create features in the land, I began testing various heightmaps by walking over the resulting terrains.
Brownian random-walking deposition seems to create much more believable terrains than spectral synthesis or particle deposition alone. Â Application of erosion and smoothing algorithms then reduces the sharpness of the terrains appropriately.
Below are a few of the heightmaps that were generated by my algorithms (note that the colors were chosen arbitrarily by the program):
All of the heightmaps were generated using custom-built random walk, erosion, and smoothing algorithms with varied parameters. Â A “randomize” filter was then applied by a third-party texturing program, which helped create isocontours (plateaus, essentially) for added realism. Â Though the filter is very nondescript, from what I can tell, it uses a technique much like a tolerance bucket-fill to “randomize” the image. Â I will try to write my own version of this algorithm so that it can be applied automatically to the heightmaps.
While these heightmaps represent a great step forward in creating believable terrains (personally, I love number 4), they are still far from realistic. Â Real land has far more intricacy and fractal dimension. Â I will continue looking for new and better algorithms to create more realistic worlds.






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[...] primary focus, at the moment, other than algorithmic music, is algorithmic terrains (also known as procedural terrains). Â I am exploring planetary geomorphology, the physical side of [...]