05.31
In Algorithmic Art | Tags: fractals, heightmap, multifractals
In a rather old textbook I read recently (Texturing and Modeling: A Procedural Approach; though note that I actually have the 1991 edition), the author mentioned briefly at the end of the book a type of fractal called the multifractal. Â The idea of a multifractal is to actually vary the fractal dimension of the fractal at each point based on, guess what, another fractal map! Â In a sense, it adds another level of recursion within the fractal.
So why should we care? Well, if perlin noise makes good terrains, multifractal perlin noise makes them 100x better! Â The explanation for it is simple. Â In real terrain, we see features like mountains, but we also see features like plains. Â Mountains have a high fractal dimension, while plains have a low fractal dimension. Â Perlin noise, in and of itself, has a relatively constant fractal dimension. Â Multifractal noise doesn’t. Â For this reason, it serves much better for the purpose of generating terrains!
Here’s a sample multifractal perlin noise heightmap generated with a home-brewed HLSL shader:

Notice that, in comparison to previous heightmaps, this terrain is far more varied – we can clearly see mountainous features as well as low features.
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