Z303 + fractals   56

Modeling Real-World Terrain with Exponentially Distributed Noise
A statistical analysis of elevation data from a 160,000 square kilometer region at horizontal intervals from 5 meters up to 164 kilometers finds that terrain gradients appear to be exponentially distributed. Simple modifications to the Perlin noise algorithm and the amortized noise algorithm change the gradient distribution in each octave to an exponential distribution, resulting in varied and interesting procedurally generated terrain.
rendering  terrain  fractals  noise  research  pdf 
august 2015 by Z303
The Nature of Code
The goal of this book is simple. We want to take a look at something that naturally occurs in our physical world, then determine how we can write code to simulate that occurrence.
processing  programming  algorithms  fractals  cellularautomata  neuralnetworks  via:benosteen 
october 2012 by Z303
Distance Estimated 3D Fractals (III): Folding Space
How do we create the distance estimator function?
glsl  fractals  raytracing  gpgpu  gpu 
october 2012 by Z303
The Computational Beauty of Nature
Computer Explorations of Fractals, Chaos, Complex Systems, and Adaptation
fractals  chaos 
september 2012 by Z303
is an open source, cross-platform IDE for exploring pixel based graphics on the GPU.
glsl  graphics  art  fractals  via:benosteen 
august 2012 by Z303
Fractal Lab
Interactive WebGL fractal explorer.
fractals  webgl  maths  via:stephenpope 
april 2011 by Z303
is a box shaped 3d object with a fractal surface that shares several properties with the well known Mandelbrot set; it is a map of continuous, shape preserving Julia sets.
fractals  geometry  programming  Recursion  via:pantagruel 
june 2010 by Z303
Suicidator City Generator
is a Python script for Blender. In other words it is a program written in the Python programming language that runs inside the Blender environment.
3d  procedural  programming  simulation  cities  fractals  generator  modeling  urban  blender  architecture  algorithms  via:infovore 
june 2010 by Z303
Iñigo Quilez - Strawberry
little space for tutorials, papers and code for computer graphics, fractals and demoscene.
fractals  computergraphics  maths  demoscene  glsl  imageprocessing  raytracing  rendering  c++  via:mhd  heightfields 
september 2009 by Z303
The Bridges Organization: art and mathematics
bring together practicing mathematicians, scientists, artists, educators, musicians, writers, computer scientists, sculptors, dancers, weavers, and model builders in a lively atmosphere of exchange and mutual encouragement. Important components of these conferences, in addition to formal presentations, are hands-on workshops, gallery displays of visual art, working sessions with artists who are crossing the mathematics-arts boundaries, and musical/theatrical events in the evenings.
music  design  art  education  science  visualization  maths  fractals  mathematics  conferences  generative  exhibition  via:pipstar 
july 2009 by Z303
Procedural Content Generation
is a central knowledge-base for everything related to Procedural Content Generation, as well as a detailed directory of games using Procedural Content Generation.
procedural  terrain  games  rendering  via:nborstad  wki  resources  fractals 
june 2009 by Z303
Graphics Size Coding
Getting more Graphics for less. Algorithmic, generative, minimalist, compressed, genetic, iterative, fractal, procedural, recursive: anything, but small. If you got here by accident this blog is about making tiny graphics programs for the hell of it. Have fun.
programming  graphics  optimization  glsl  hlsl  raytracer  raytracing  demoscene  shaders  procedural  computergraphics  fractals 
june 2009 by Z303
Cities and Complexity
Understanding Cities with Cellular Automata, Agent-Based Models, and Fractals
Books  gis  modeling  cities  fractals  CellularAutomata  urban 
november 2008 by Z303
Random Scattering: Creating Realistic Landscapes
In procedurally generated or procedurally augmented scenes, a common problem is how to scatter something around in a way that looks natural. For example, a landscape might have trees that are evenly scattered, either sparsely as on an African savanna or densely as in a forest. Also, trees are generally surrounded by other vegetation, which is also scattered.
terrain  landscapes  fractals  procedural  trees  computergraphics  rendering 
august 2008 by Z303
Terrain Tutorial
An overview of a number of method of terrain generation.
computergraphics  terrain  rendering  modelling  procedural  fractals 
march 2006 by Z303
A sketch book on L systems
Modelling and visualision of plants using parametric L-Systems.
3d  research  fractals  computergraphics  lsystems 
march 2006 by Z303
Fractal Approaches for Visualizing Huge Hierarchies
Describes how taking a fractal approache reduce the problems encountered when visualising huge hierarchical structure.
fractals  lod  computergraphics 
february 2005 by Z303
Generating Terrain
An overview of various terrain generation methods.
computers  fractals  generation  graphics  modeling  rendering  terrain  algorithms 
november 2004 by Z303

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