Terrain Tesselation
The landscapes that I render are all procedurally generated. Perlin noise
is used to create natural looking landscapes. The perlin noise function
is sampled many times to generate "height" values for the height field.
I then generate surface normals for the vertices in the height field by
averagine the face normals of neighbouring polygons.
These two images show the noise (on the left) that is used to generate the
landscape (on the right). The noise pattern is coloured bright white for
high altitudes, and black for low altitudes.
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