Techniques for Heightmap Synthesis: II
I have made a great deal of progress today in my work with virtual terrains!
In the last post I mentioned bucket fill algorithms and how they could contribute to realism by creating isocontours on the heightmap. I have successfully written and applied my own tolerance bucket fill algorithm. Unlike most such algorithms, however, my version actually preserves a set amount of the original surface variation, so as not to create a completely flat contour - which, of course, would be unrealistic.
I have also written a perlin noise generator to give variation to the heightmaps. Perlin noise is simply a linear combination of noise functions with varied frequencies and amplitudes. In practice, perlin noise generators often use a coherent noise function, such as a high-frequency sinusoid. I chose, however, to use only a simple rand() function. By mapping each point on the heightmap to a point on the (increasingly large) noise maps and performing 2-dimensional linear interpolation, one can achieve the desired effect without having to use trigonometric functions.
Now, using an additive combination of Brownian random deposition walks, bucket fills, perlin noise, and softening, I am able to create much more realistic terrains.
Below are a few sample heightmaps created with the aforementioned methods:
A quick summary of what's going on in these heightmaps:
- Random deposition walks create long, winding rivers and mountain ranges
- Bucket fills level out parts of the terrain to create isocontours, which give the appearance of defined features like plateaus
- Perlin noise randomizes the space in between features with coherent noise
- Softening passes remove rough spots created by deposition and bucket fills