Procedural Generation Algorithms

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  • View profile for Tanguy Talbert

    Senior Technical Artist at Awaceb

    5,407 followers

    My Biggest Breakdown Yet : A Deep Dive into Advanced PCG 🤠 And it's all free. I’ve put together a full deep dive into my recent PCG-driven procedural tower and forest project in Unreal Engine 5.5! 🏰🌲 This is by far my most detailed breakdown, focused on intermediate to advanced topics that don’t always get enough attention online. While there’s a lot of great beginner content out there, I wanted to fill the gap by sharing more in-depth workflows, problem-solving strategies, and optimizations. 🔍 What’s inside? 📜 Grammar Systems – How I structured the tower’s design for flexibility & fast iteration 🛠️ Geometry Scripting – Using booleans & bevels to refine procedural architecture 🌿 PCG Vegetation & Pathfinding – Growing forests and ivy dynamically 💡 Lessons Learned & Optimizations – Tricks I wish I had known earlier This breakdown is available on ArtStation, you'll find there a link to a Google Doc taking you to the full guide. If you’re looking to push PCG workflows beyond the basics, I hope this helps! 📢 The ArtStation link is in the comments, I’d love to hear your thoughts! What has been your biggest challenge with PCG so far ? #UnrealEngine #Houdini #PCG #EnvironmentArt #GameDev #UE #ProceduralGeneration #WorldBuilding #TechnicalArt #EpicGames #3DArt #RealTimeRendering #VFX #GameDevelopment

  • View profile for Vitaliy Kaurov

    Director | Chief Editor | Physicist

    16,055 followers

    NOT quantum physics. Just entropy. And Sudoku. Name's a stretch, but a neat algorithm. See FULL screen. Explore: Wave Function Collapse (WFC) is a procedural generation algorithm. It uses randomness, constraints, and entropy to create structured patterns via tiling. Cells with the fewest valid options (lowest entropy) are prioritized to minimize future impasse. After random choice within constraints, adjusted constraints propagate to neighboring cells, similar to Sudoku. https://lnkd.in/gNm8Z7_D The algorithm’s name refers to quantum mechanics but is metaphorical. A quantum wave function represents all possible states until it collapses into one. In WFC, each grid cell starts with multiple states and resolves into one valid state. WFC is used in procedural map generation, texture synthesis, architectural design, and urban planning. It demonstrates how local decisions influenced by global constraints produce coherent systems. 

  • View profile for Vladlen E.

    World expert in RealityCapture & Photogrammetry, Pipeline TD, 3D generalist. And many many more…

    2,409 followers

    Real-time Procedural Resurfacing Using GPU Mesh Shader Raad Josué, Delon Arthur, Ribardière Mickaël, Meneveaux Daniel, Gilet Guillaume https://lnkd.in/gRFmSgj4 Abstract Real-time rendering of complex environments and detailed objects is challenging due to the geometric generation cost and its associated memory requirements. Traditional methods often rely on precomputed procedural details, limiting flexibility and realtime interaction. Although state-of-the-art approaches have addressed these questions, they frequently fall short in providing dynamic, high-fidelity surface transformations. This article presents a novel real-time procedural mesh resurfacing method that utilizes GPU mesh shaders to generate a wide range of geometrical appearances directly in place of a base control mesh. Our approach enables on-the-fly procedural geometry generation, allowing for the creation of new explicit geometric surfaces, fine control over geometric adjustments, and dynamic level of detail management. Procedural parameters can be accurately driven in real time by explicit control maps or arbitrary user inputs. The proposed technique reduces VRAM usage and power consumption, offering competitive performance compared to traditional pipelines. Comparative evaluations demonstrate that it enables a significantly higher number of primitives to be rendered in real-time without being limited by GPU memory. The key advantage of the proposed resurfacing framework lies in its ability to fully control dynamic generation of surfaces at rendertime.

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  • View profile for Mridul Sarmah

    Unreal Engine Technical Artist and Art Director | Automotive and Cinematic Visualization, Shaders, Lighting and World Building

    1,259 followers

    I recently built a complete real-time natural environment in Unreal Engine 5—from custom plant authoring to large-scale environment scattering and dynamic lighting. Here is a breakdown of the 3-step pipeline I used to achieve real-time efficiency and high visual fidelity: ☉ Procedural Vegetation Generation Instead of relying purely on static external assets, I authored custom vegetation using procedural growth rules directly: Dynamic branch splitting and leaf density control for realistic biological variation. Built-in LOD pipeline and wind weight painting for performant vertex animation. Custom shader passes for subsurface scattering (SSS), giving leaves that natural translucent bite under direct sunlight. ☉ Procedural Content Generation (PCG) Framework To landscape the terrain cleanly without hitting performance bottlenecks or spending hours hand-painting: Built a custom PCG Graph driven by slope analysis, height maps, and Perlin noise. Masked out steep cliff faces automatically to restrict heavy tree placement to fertile valleys. Included natural clustering logic: smaller saplings and bushes naturally cluster around mature trees with randomized rotation, scale, and surface alignment. ☉ Lighting & Atmosphere with Ultra Dynamic Sky (UDS) To pull the entire scene together with photorealistic atmospheric depth: Configured dynamic sun/moon positioning paired with volumetric clouds and localized fog layers. Fine-tuned ray-traced ambient occlusion and sky lighting to ensure rich shadow depth beneath dense canopy coverage. Leveraged real-time atmospheric scattering so distant mountains blend naturally with the horizon. #3d #3dprinting #3dart #3ds #3dsmax #3dlashes #3dprint #3dminklashes #3dmodel #3dmodeling #3dmax #3dprinter #3dbrows #3dprinted #3days #3ddesign #nintendo3ds #ресницы3d #3dminkeyelashes #3drender #blender3d #3dartist #3danimation #3dnailart #3dnails #3dvisualization #3drendering #3dカラー #3dmodelling #ga3da

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