Rune Skovbo Johansen presents a novel GPU-friendly erosion filter that simulates realistic mountain gullies and ridges without costly water simulation. The technique uses a specialized noise function for fast, chunk-based terrain generation and works as an overlay filter on existing heightmaps. It includes detailed implementation insights and visual demonstrations.
Background
Procedural terrain generation often struggles with realistic erosion effects due to the computational cost of hydraulic simulations. Traditional methods are slow and impractical for large-scale or real-time applications.
- Source
- Lobsters
- Published
- Mar 31, 2026 at 12:54 AM
- Score
- 6.0 / 10