Wednesday, December 9, 2015

Procedural Generation in the Real World

Welcome back! So last time we tried to make procedural planets. We sort of achieved that but they didn't look that great. Our method may not have been the best but we also described others and there are real examples of people doing that, so let's take a look.

I think one of the most impressive examples of procedural content generation to date is No Man's Sky. I mentioned this game briefly in my last post but today I want to talk more about. No Man's Sky is impressive for a number of reasons. It achieved what we tried to do and generates procedural planets but it does so much more. No Man's Sky generated an entire procedural universe. A universe far bigger than any one person can ever explore. Each planet is unique and live demonstrations often surprise even the developers of the game because they find new generated content so frequently.
The above video is one of the developers showing off the game and talking about it. I highly recommend you watch it as it is very impressive what these people have made. Every planet has its own ecosystem. Plants, animals, biomes, all unique to each planet and all generated randomly. This game is an incredible feat of procedural content and I am personally extremely excited for the game to be released and to explore it.

The other example I mentioned in the last post was Space Engine. Space Engine generates the entire universe starting with out solar system. It uses realistic physics when creating these planets so many of them, or similar versions of them, can be found in the real world.

Video games aren't the only place procedural generation is used either. It is also popular in film and one of the best examples of this is Peter Jackson's The Lord of the Rings movies.
Above is a shot from the film of a massive Orc army. Each of these soldiers was based on a basic orc model. From there a computer made changes to each's appearance and placed them in after filming. This allowed Peter Jackson to create a massive army where no two soldiers are the same.

Procedural content generation has come a long way. We saw in an early post that it started with dungeons in rogue-like games, and today, it has progressed to the ability to generate an entire universe and create armies. As technology progresses more and more, so will the procedural content generation methods, and it will be interesting to see what we can create.

Procedural Planets

We've come a long way. Starting with a simple dungeon all the way up to the noise functions. Having made it this far is an accomplishment. It's time to move onto bigger and better things though. All of our past posts have been dealing with 2-dimensional content. Today we are going to start 3D, specifically 3D planets ( A.K.A. normal planets ). Procedural planets are a pretty popular topic currently. There are many video games like No Man's Sky ( We are going to talk in more detail about this game in the next post ), and the impressively realistic Space Engine among many others that generate these procedural planets. So let's first talk a little bit about some ways it's done first.

As you have previously seen, there are many ways to accomplish a task with procedural content generation, this is no exception. One way to generate procedural is to actually start with a cube and use a noise function like Perlin or Worley and adjust the points on the cube based on those height values. From there the cube is then projected to a sphere and you have a planet with terrain!

This is not how we are going to do ours though. We are going to do something completely different in fact. While doing some research I stumbled upon one persons interesting idea on procedural planets. It was relatively simple to implement however he had not done it. So I decided to implement it for this post and see how good the generated planets look.

The basic idea is as follows. You first generate a plane with a random rotation around the x, y, and z-axis. You then get every vertex on your planets surface and dot product it with the planes normal vector. If the dot product is greater than zero you move the point in a small amount, if the dot product is less than zero you move it out a small out, and if that dot product is zero, you leave it alone. This is done over a number of iterations with a random plane each time and it will generate peaks and valleys due to the random moving in and out of points. Pretty clever, so let's implement it.


As you can see, there's quite a bit of new stuff here that we have never seen before. That is because this is part of a bigger project. There's a considerable amount of code that is rendering the planet, moving the camera, and things like that. We're not gonna talk about that cause that's a different blog. We're interested in the code above.

As you can see we first make a normal vector that is the planes normal. This is random and each value is between -1 and 1. We create a scale value and determine how many iterations we want to do. We loop through the iterations and loop through each vertice with each iteration doing the dot product each time and moving the points by a scale value. So, let's run it and see how it turns out.

First, this is what our "planet" looks like before we did anything to it. I applied a random texture I had readily available. At this point it's a perfect sphere so all is good.

Next, I ran it over 1 iteration just to test if this idea would even work at all. It did! It created a weirdly shaped planet by moving the bottom inwards and the top out. Great! Let's run it over a larger number of iterations.
Hmm... Interesting. This was run over 100 iterations. You can clearly see the planet was misshaped and now has a series of peaks and valleys. If you look at pictures of earth from space though you can't see the difference in elevation, it looks perfectly round and this doesn't! That is because this is on a small scale. In order to achieve that effect I would have to make the scale factor incredibly small and the planet incredibly large with a staggering number of vertices and I don't have the time for that.

Because of this, I would say the "planet" looks more like an asteroid. So perhaps our method needs to be slightly different. Maybe we will try a new method in the future. But for now, we have a starting place. We rendered some planets and we made them not perfectly spherical.

As usual, thanks for reading. Hopefully we get a better result next time. If you want to see the full source code go here. I have added all necessary code in the Prodedural_Planets folder so you can run it if you want. The code in this post is located in mesh.cpp.

Tuesday, December 1, 2015

Worley Noise

Previously we discussed two different noise algorithms, Diamond-Square and Perlin noise. Both of these noise algorithms produce similar results and can be used for a variety of things but there are certain places they aren't great. So today we are going to talk about one last noise algorithm that is versatile and produces results very unlike the previous two algorithms. That algorithm is Worley Noise. Also referred to as Cell Noise or Voronoi noise, this algorithm is very useful in generating or simulating stone, water, and cells. So lets get started in talking about this!

Worley noise is one of the more complicated noise function we've covered. Not only that, it is also the slowest of them. It however is more customizable than the other ones. We will see examples of this at the end. First, lets take a look at our constructor.



Here we can see where everything is set up. We have a variable called permutations that is set with unique values from 0 to 255. These numbers are then swapped around to make them in a random order. These are used to determine the location of the "cells" in the final image. In the constructor we call the fill_map method which can be seen below.


The idea of the fill map method is simple. It iterates through each pixel and determines the color it should be. Along with that it also saves the maximum and minimum values that are seen. These can be used for scaling if necessary. In the fill_map method we see smoothed_noise is called so lets look at that.


The smoothed_noise method is where all the calculations are done. All of these are based on distances which will return the grayscale value for that pixel. How this is done can vary though. In the code we see 3 commented out lines. If one is uncommented we can get a completely different looking picture. These are the distance functions and they are what make this algorithm so powerful. By simply changing the distance algorithm a stone texture, water texture, or many other textures can be created. We will see examples of all of these when we actually run the algorithm. Let's take a look at how these distances actually work.


Each distance method is a form of the distance formula ( sqrt( x2 - x1 ) ^ 2 + ( y2 - y1 ) ^ 2 ) ), but they all have their own touches. So now that we have a basic understanding of the algorithm, lets see what it actually outputs. Up first we are going to use euclidean distance.
Euclidean Distance
Here we can see the algorithm output a picture that looks similar to cells. It's very unlike every other noise algorithm we've seen this far. Next, manhattan distance. 
Manhattan Distance
Manhattan distance creates diamond-like shapes. It also creates some very light and very dark areas which can be seen above. Now, chebychev distance.
Chebychev Distance
Chebychev has a similar look to manhattan although instead of diamonds they are more square and very interesting looking. Lastly let's look at quadratic distance. 
Quadratic Distance
Quadratic creates a similar look to euclidean but slightly different. All of these distance function can be modified and more can be added to create many different and unique effects. It's just a matter of playing with them.

As usual I hope you learned something new or found this interesting. For the full source code you can go here. See you next time!