Abstract
In online procedural generation, content is generated as the game is running on the consumers computer. Our GPU-based Noise Modeler composites noise and other functions through a flow-graph editor similar to the ones used by procedural shader editors and offline terrain generators. Our framework enables non-programmers to edit models for procedural terrain while observing the effect of changes immediately in a real-time preview. Each time a change is made to the model, a corresponding GLSL shader function is automatically generated. The shader is then compiled, and used to render a real-time terrain preview.
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© 2015 Springer International Publishing Switzerland
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Helsing, J.K., Elster, A.C. (2015). Noise Modeler: An Interactive Editor and Library for Procedural Terrains via Continuous Generation and Compilation of GPU Shaders. In: Chorianopoulos, K., Divitini, M., Baalsrud Hauge, J., Jaccheri, L., Malaka, R. (eds) Entertainment Computing - ICEC 2015. ICEC 2015. Lecture Notes in Computer Science(), vol 9353. Springer, Cham. https://doi.org/10.1007/978-3-319-24589-8_42
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DOI: https://doi.org/10.1007/978-3-319-24589-8_42
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