Procedural Generation of 3D Realistic Worlds

Procedural generation of 3D Realistic Worlds

With two of my friends, we develop, since 2015, a program on Unity3D capable of making realistic procedural worlds in 3D.

Some features at present:

  • Real sized environments (1:1 scale terrains)
  • Progressive level of detail system
  • Mountainous area procedural algorithm
  • Procedural material and vegetation placement trying to mimic natural processes
  • Realistically scaled volumetric cloud coverage and weather system (In development)
  • Terrain editing, roads, dirt paths, rivers, lakes (In development)


And some technologies used:

  • Multithread programming, C#
  • Shaders programming, CG
  • DEM Data Manipulation
  • GPU Computing using a C++ DLL, DirectCompute/HLSL
  • Raymarching

If you want more information, explanations, images and videos, you can look at our dev blog and these screenshots!

The featured screenshots show the terrain engine working on a 155 by 155km area of the Alps around the Mt Blanc, using a one arc-second DEM heightmap (30m precision).

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