A Heightfield on an Isometric Grid 2004 - Morgan McGuire, Peter Sibley This article shows how a hexagonal grid is better suited for terrain rendering than a rectangular grid. For easier texture mapping and partitioning of the terrain the hexagonal grid is mapped to squares, with just a few extra edge vertices. Triangulate Jan, 1989 - Paul Bourke This article shows how to do triangulation of discrete point data, using Delauney triangulation. Procedural Modelling of Cities 2001 - Yoav I H Parish, Pascal Müller Shows how to generate a realistic big city procedurally, by taking into account the terrain, density of population, etc. Binary Triangle Trees for Terrain Tile Index Buffer Generation Dec, 2006 - Chris Dallaire
Inigo Quilez - fractals, computer graphics, mathematics, demoscene and more Inigo Quilez Interesting articles on various areas, as mentioned in the title. Especially valuable for those who are interested in procedurally generated content. Real-time Realistic Rendering and Lighting of Forests Dec, 2011 - Eric Bruneton, Fabrice Neyret This article shows how to render a forest realistically and in real-time. The technique is very efficient and allows for seamless transition from ground to orbit.
A Bitwise Method For Applying Tilemaps Jan, 2010 - Sam Driver Shows how to use a bitmap to choose tiles from a tileset to automatize the selection of correct tiles for transitions. |