This paper investigates using Perlin Noise in a three-dimensional environment. Perlin Noise has been previously used to simulate clouds, marble, wood, and other natural phenomena as well as to model virtual landscapes. The simulation created for the I.S. procedurally generates both static and animated textures and models virtual landscapes to create a virtual world. In order to keep up with the rapidly advancing graphics industry, the OpenGL API is utilized to generate the textures in real-time and to display the final product.
Caunter, Micah, "Procedurally Generating Everything" (2012). Senior Independent Study Theses. Paper 706.
Graphics and Human Computer Interfaces
Bachelor of Arts
Senior Independent Study Thesis Exemplar
© Copyright 2012 Micah Caunter