Okay, here are my messy notes on the interview. Maybe they are interesting for some of you. I tried to provide some useful links where I could find them
His blog:
http://procworld.blogspot.com/
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Voxels/Polygons
- Dual Contouring
-> Voxel to Polygons
Terrain
-not much noise funcitons like Perlin (overused!).
- Heightmap (Perlin)
-> apply naturla filter (Erosion)
-> 3d noise for local detail (e.g. worley noise)
- texture splatting -> material information
- Hugues Hoppe's "Parallel controllable texture synthesis" for terrain?
Frankesterrain
-> Stitching terrain samples together
-> noise + pre-generated (use samples from simulations)
-> erosion/decay baked into sample data
-> Wang Tiles (blogpost)
Terrain Details
- little stones instead of grass in deserts/caves
- material based placement
- set of rules to determine tree/building placement
Trees/Forests
-> Cellular Automata (Calgary university - botany) for forests
Individual Trees
-> Space colonization (goal driven)
-> L-System do not understand what they are representing (out of control)
Caves
-> challenging/expensive
-> occlusion test (what is hidden)
-> generate dungeon system
-> corridors/rooms (disturbed lines)
-> but where to put a cave?
Buildings
-> exterior/facade
-> outside is quite simple
-> CityEngine
-> polygonal meshes as output
-> turn back to voxels
Biomes
-> Repetive Textures
-> Wang Tiles
Water
1. What is ocean, what is land
2. Wind directions to determine humidity
-> Wind simulation
3. River (place source in moutains, trace way to the ocean)
Tiles
-> Process tiles in isolation
-> Use tiles for biomes/sections/areas
Issues/Plans
- combination of coding/programming and artistic style
- use real world data to feed the system -> machine learning
Tips/Tricks
-> "Everyone who has done a little is already an expert!"
Links (from the chat)
-
Wang Tiles
-
Tile genetics
-
Bachelor dissertattion - procedural planets