Terrain Generation


My goal on this project was to explore advanced rendering and shader generation. I learned how to use the programmable pipeline, writing vertex and fragment shaders. I also studied the phong lighting model and the associated equations.

I choosed to implement Perlin noise for the heightmap generation.


  • C++
  • OpenGL
  • GLSL


  • Procedural heightmap generation:
    • Perlin noise
  • Rendering using shaders:
    • Point light and directional light
    • Procedural texturing using terrain slope


Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License