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  2. Scenery generator - Wikipedia

    en.wikipedia.org/wiki/Scenery_generator

    Common techniques include Simplex noise, fractals, or the diamond-square algorithm, which can generate 2-dimensional heightmaps. A version of scenery generator can be very simplistic. Using a diamond-square algorithm with some extra steps involving fractals an algorithm for random generation of terrain can be made with only 120 lines of code.

  3. Perlin noise - Wikipedia

    en.wikipedia.org/wiki/Perlin_noise

    Two-dimensional slice through 3D Perlin noise at z = 0. Perlin noise is a type of gradient noise developed by Ken Perlin in 1983. It has many uses, including but not limited to: procedurally generating terrain, applying pseudo-random changes to a variable, and assisting in the creation of image textures.

  4. Mipmap - Wikipedia

    en.wikipedia.org/wiki/Mipmap

    Because the application of real time texturing was applied to early three dimensional flight simulator CGI systems, and texture being a prerequsite for realistic graphics, this patent became widely cited and many of these techniques were later applied in graphics computing and gaming as applications expanded over the years.

  5. Fractal landscape - Wikipedia

    en.wikipedia.org/wiki/Fractal_landscape

    Computer generated fractal terrain using Perlin noise with Adobe Photoshop and Terragen. Computer-generated fractal wooded hills using Visual Nature Studio . Whether or not natural landscapes behave in a generally fractal manner has been the subject of some research.

  6. Ray tracing (graphics) - Wikipedia

    en.wikipedia.org/wiki/Ray_tracing_(graphics)

    In 2014, a demo of the PlayStation 4 video game The Tomorrow Children, developed by Q-Games and Japan Studio, demonstrated new lighting techniques developed by Q-Games, notably cascaded voxel cone ray tracing, which simulates lighting in real-time and uses more realistic reflections rather than screen space reflections.

  7. Video game development - Wikipedia

    en.wikipedia.org/wiki/Video_game_development

    During development, artists make art assets according to specifications given by the designers. Early in production, concept artists make concept art to guide the artistic direction of the game, rough art is made for prototypes, and the designers work with artists to design the visual style and visual language of the game.

  8. Rendering (computer graphics) - Wikipedia

    en.wikipedia.org/wiki/Rendering_(computer_graphics)

    Rendering of a fractal terrain by ray marching. Ray marching is a family of algorithms, used by ray casting, for finding intersections between a ray and a complex object, such as a volumetric dataset or a surface defined by a signed distance function. It is not, by itself, a rendering method, but it can be incorporated into ray tracing and path ...

  9. Shader - Wikipedia

    en.wikipedia.org/wiki/Shader

    An example of two kinds of shadings: Flat shading on the left and Phong shading on the right. Phong shading is an improvement on Gouraud shading, and was one of the first computer shading models developed after the basic flat shader, greatly enhancing the appearance of curved surfaces in renders.

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