procedural generation
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What's the best way to make everything, from chairs to fish to people?

I want to find the most performant, most parallel, most homogenized system for developing algorithms that will replicate the morphological "essence" of certain objects as mathematical equations such that I could make two extremely distinct objects that would fit well within the same "kind". For example, trees, and fish, and humans. Something that, purely in terms of shape, color, and texture, is shared by all humans but lost in all other objects.

What method of surface generation would be best for this, and what method of polygonization would be best for translating that into a mesh?

https://redd.it/16d18zc
@proceduralgeneration
Marching cubes rivers

hi all,

im doing a game with Procedural landscapes using marching cubes in unity.
i have the basic implementations done for the landscape but now i want to add details, or in this case rivers.
i was wondering if anyone had any recourses like documents, videos, or code they can share about implementing this
(if you have anything on caves/biomes that'd be great too :) )
ill post here if i find anything else


Thanks!

https://redd.it/16dagra
@proceduralgeneration
What is the most parallel, performant, homogenized way to polygonize implicit surfaces, or else, what parallel, performant, homogenized alternatives exist for generating meshes from well-defined shapes such as trees and fish?

My last post was accidentally misleading. My goal is not an "all in one" algorithm for life, the universe, and everything, but rather an all in one algorithm for generating coherent meshes from linear algebraic functions, or else an alternative method for accurately and procedurally generating standardized shapes, like trees and men.

https://redd.it/16deovf
@proceduralgeneration
For creating organic, high-detail objects such as fish or trees, what is the best triangulation method? Assuming I already have an implicit shape to work with.

I've heard of marching cubes, surface nets, dual contouring, all for a voxel approach. Is there a performant non-voxel approach? If not, what's the best voxelated approach (priority is minimum artifacts and maximum control)?

https://redd.it/16ea7fc
@proceduralgeneration
Help with generating 2D terrain with the side view

So currently I'm using layered noise, but it all looks boring, is there any techniques for generating terrain with overhangs?

https://redd.it/16et5wu
@proceduralgeneration
13th International Conference on Artificial Intelligence in Music, Sound, Art and Design (EvoMUSART)

We are organizing the 13th International Conference on Artificial Intelligence in Music, Sound, Art and Design (EvoMUSART) and we think it may be of interest to many of you. The conference will take place in Aberystwyth, Wales, United Kingdom, between 3 and 5 April 2024.

If you work with Artificial Intelligence techniques applied to visual art, music, sound synthesis, architecture, video, poetry, design, or other creative tasks, you can present your work at this conference. The deadline for paper submissions is 1 November 2023.

If not, it is also a great opportunity to know all the news of research in these fields.

For more information, visit the event's webpage: https://www.evostar.org/2024/evomusart/


https://preview.redd.it/asiupt1aplnb1.png?width=4167&format=png&auto=webp&s=73de6a27dde5751262bc2afe1a5028b871c747c3

https://redd.it/16frgf8
@proceduralgeneration
Updated asteroid generation in my space mining game
https://redd.it/16g8t1d
@proceduralgeneration