Infinite terrain |
Humus |
Humus |
2002 |
Blog |
Infinite Terrain II |
Humus |
Humus |
2009 |
Blog |
Building Open Worlds Faster: the Volition Way |
Jason Hayes |
Volition / THQ |
2011 |
GDC |
Creating FPS Open Worlds Using Procedural Techniques |
Tom Betts |
Big Robot |
2014 |
GDC |
Landscape Creation and Rendering in REDengine 3 |
Marcin Gollent |
CD Projekt RED |
2014 |
GDC |
Designer Worlds: Procedural Generation of Infinite Terrain from Real-World Elevation Data |
Ian Parberry |
University of North Texas |
2014 |
JCGT |
Modeling Real-World Terrain with Exponentially Distributed Noise |
Ian Parberry |
University of North Texas |
2015 |
JCGT |
‘Ghost Recon Wildlands’: Terrain Tools and Technology |
Guillaume Werle, Benoit Martinez |
Ubisoft |
2017 |
GDC |
Building Worlds Using Math(s) |
Sean Murray |
Hello Games |
2017 |
GDC |
Continuous World Generation in ‘No Man’s Sky’ |
Innes McKendrick |
Hello Games |
2017 |
GDC |
Terrain Erosion on the GPU |
Axel Paris |
LIRIS |
2018 |
Blog |
Advanced Graphics Techniques Tutorial: Four Million Acres, Seriously: GPU-Based Procedural Terrains in ‘Serious Sam 4: Planet Badass’ |
Alen Ladavac |
Croteam |
2019 |
GDC |
Math for Game Developers: End-to-End Procedural Generation in ‘Caves of Qud’ |
Brian Bucklew, Jason Grinblat |
Freehold Games |
2019 |
GDC |
A Review of Digital Terrain Modeling |
Eric Galin,Eric Guérin,Adrien Peytavie,Guillaume Cordonnier,Marie-Paule Cani,Bedrich Benes,James Gain |
Université de Lyon, Ecole Polytechnique, Purdue University, University of Cape Town |
2019 |
EG |
Create Landscapes and Terrain Faster |
Alexandre Kikuchi |
Unity Technologies |
2020 |
GDC |