Astrolith: Procedural Planet Simulation

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Redmond, WA
Physically-based geology and erosion simulation.
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3 followers
9 entries
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Aressera
April 13, 2024
Rock Layers for Real-Time Erosion Simulation

In this blog post I will describe how my planet terrain erosion simulator handles rock layers and deformation of layers. Here is a picture of the current results:

You can clearly see the multiple layers and their deformation. Each type of layer has its own erosion intensity, which influences how th…

5,731 views
Aressera
April 04, 2024
Water Melts Snow

In my previous blog post I described a simple approach for handling snow accumulation in an erosion simulator. In this post I will present new improved results, as well as a mechanism for reducing snow accumulation in areas with significant amounts of fluid. Now it looks like this:

The most obvious…

4,372 views
Aressera
April 03, 2024
Realistic Snow Accumulation in Erosion Simulator

The last few days I added a simple approximation of snow accumulation to my full-scale planetary erosion simulator. It looks like this up close:

And far away:

The basic algorithm is similar to the “talus” or thermal weathering approach which I already use for ensuring that sediment does not exceed …

6,461 views
Aressera
March 13, 2024
Dithered Fractal Interpolation for Procedural Generation

In this post I will share a new technique I developed for interpolation/upsampling of data. This method is able to produce interesting looking results such as this from very low resolution input:

This image was generated by applying the interpolation technique recursively to random white noise data…

5,623 views
Aressera
January 24, 2024
Planet Generation: Impact Craters

In the last few weeks I have been working on adding impact craters to my planet generator. These are an important part of the terrain for many astronomical objects. I aimed to produce realistic craters within the existing terrain generation and erosion framework.

Preview of current results:

I tried …

14,740 views
Aressera
January 14, 2024
Spatial Variation of Planetary Terrain

I've been working a lot the last month on making the planetary terrain generation more easily parameterizable with spatially-varying data. By adding more variation the hope is to avoid the "No Man's Sky effect" where planets are the same everywhere on the surface.

The variations include:

  • Base low-fre…
11,105 views
Aressera
October 18, 2023
Planet Rendering: Atmosphere

I've been working a lot recently on improving the graphics of my planet simulator. In addition to terrain texturing, water rendering, screen space reflections, and cascaded shadow maps, I most recently have added realistic atmosphere rendering using this approach from Epic Games.

It uses a few diffe…

3,031 views
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Aressera
January 11, 2023
Real-time Planet-scale Erosion

The past few weeks I have been working on adding erosion simulation to my planet generator/renderer, which you can read more about in this blog post. I wasn't confident that this could actually be done, but I believe to have some success in this area.

200km sized river drainage networks

The general…

32,872 views
Aressera
November 02, 2022
Baby's First Planet Renderer

Something I've wanted to do for a very long time is to create an engine for rendering solar systems and planets of realistic scale. Over the past 3 months I built the technology required to make it happen. I had to completely overhaul my game engine to deal with the problem of massive scale.

Compute…

26,396 views
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