PROCEDURAL

How Manifold Garden makes reality fold back on itself

http://www.gamasutra.com/view/news/254838/How_Manifold_Garden_makes_reality_fold_back_on_itself.php

Noise : The Book of Shaders

http://patriciogonzalezvivo.com/2015/thebookofshaders/11/

Procedural City Generation in Python

https://josauder.github.io/procedural_city_generation/

Procedural textures by Substance

PBR procedural ground terrain https://www.artstation.com/artwork/procedural-ground-terrain Peeled Paint Metal - Procedural https://www.artstation.com/artwork/peeling-paint-procedural Substance: Red Rock Cliff Face http://bradfolio.com/art/…

Series of articles on noise generation

http://lousodrome.net/blog/light/2015/09/21/series-of-articles-on-noise-generation/

Procedural Interiors shader

http://vill.ee/av/

"Procedural Dungeon Generation #2"

article : https://github.com/adonaac/blog/issues/7

Link collection of Curl Noise

"Curl-Noise for Procedural Fluid Flow" SIGGRAPH 2007 http://www.cs.ubc.ca/~rbridson/docs/bridson-siggraph2007-curlnoise.pdf "Curl Noise + Volume Shadow particles" http://www.miaumiau.cat/2011/08/curl-noise-volume-shadow-particles/ "Noise-B…

Josh Lynch Substance Designer Sketchbook

http://www.polycount.com/forum/showthread.php?t=145615&page=7

Terrain demo at WebGL

web : http://www.zephyrosanemos.com/ demo : http://www.zephyrosanemos.com/windstorm/current/live-demo.html

"Rendering Grass in Real Time with Dynamic Lighting" SIGGRAPH 2006

http://kevinboulanger.net/grass.html Three LOD levels(LOD は 3 段階) Medium distance grass: axis-aligned semitransparent slices (中の LOD では軸平行な半透明のスライス) Bidirectional Texture Functions : 5 light_directions * 2 view direction…

Articles of 2D Noise

2D Noise http://www.redblobgames.com/articles/noise/2d/ Noise Functions and Map Generation http://www.redblobgames.com/articles/noise/introduction.html

2D procedurally generated world building in Unity

http://www.gamasutra.com/blogs/JoshNewland/20150624/246897/2D_procedurally_generated_world_building_in_Unity.php

"Procedural Generation of 3D Caves for Games on the GPU" (GPU による 3D の洞窟のプロシージャル生成)

http://julian.togelius.com/Mark2015Procedural.pdf

Pixel City - Procedurally generated city(2009)

Modeling Real-World Terrain with Exponentially Distributed Noise

http://jcgt.org/published/0004/02/01/

Interactive procedural textures

http://nshelton.github.io/glow/procedure