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Hydraulic Erosion Webgpu

Github Gpu Gang Webgpu Erosion Simulation Large Scale Terrain
Github Gpu Gang Webgpu Erosion Simulation Large Scale Terrain

Github Gpu Gang Webgpu Erosion Simulation Large Scale Terrain Specifies how many complete passes the erosion simulation will perform over the terrain. higher values: allow more extensive erosion and deposition processes, leading to more pronounced terrain changes. This project demonstrates hydraulic erosion simulation using webgpu for gpu computing and three.js for 3d rendering. the application allows users to generate terrain, apply masks, and simulate erosion processes.

Github Gpu Gang Webgpu Erosion Simulation Large Scale Terrain
Github Gpu Gang Webgpu Erosion Simulation Large Scale Terrain

Github Gpu Gang Webgpu Erosion Simulation Large Scale Terrain This is a procedural terrain generation and hydraulic erosion simulation built in unity, with many options to customize the look of the terrain. the idea for this project was inspired by sebastian lague's coding adventure series. Webgpu reproduction of: old.cescg.org cescg 2011 papers tubudapest jako balazs.pdfcode forthcoming. So i played dnd and wanted to make more realistic maps got into hydraulic erosion. one thing led to another, and 50 tutorials later i’m neck deep in fluid simulation. this is the result. Our simulation uses a shallow water fluid model and velocity field for calculating the erosion and deposition process. the entire simulation is developed to run on the gpu, using c and opengl, allowing for impressive framerates and full interactivity.

Github Gpu Gang Webgpu Erosion Simulation Large Scale Terrain
Github Gpu Gang Webgpu Erosion Simulation Large Scale Terrain

Github Gpu Gang Webgpu Erosion Simulation Large Scale Terrain So i played dnd and wanted to make more realistic maps got into hydraulic erosion. one thing led to another, and 50 tutorials later i’m neck deep in fluid simulation. this is the result. Our simulation uses a shallow water fluid model and velocity field for calculating the erosion and deposition process. the entire simulation is developed to run on the gpu, using c and opengl, allowing for impressive framerates and full interactivity. Traditional hydraulic erosion simulations often struggle with gpu efficiency my previous lagrangian approach required expensive atomic operations that created bottlenecks. i wanted to explore whether multigrid inspired techniques, combined with an eulerian framework, could create more gpu friendly erosion while maintaining physical accuracy. Browser webgpu implementation of "fast hydraulic and thermal erosion on the gpu" by balazs jako (2011) with some modern tweaks for webgpu and more control knobs. import images (heightmaps, dem, anything) and run erosion simulations. works on up to ~2048x2048 images in browser in the current version. Basic grid based erosion simulation. terrain is composed of 4 layers: bedrock, large, medium, and small. smaller layers are strictly above larger layers, and erode first. layers erode into the next layer down. Video showing a simple simulation of hydraulic erosion on fractal noise terrain. source code (exact commit): gitlab drbearhands weird engine tr.

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