My dissertation was based on the procedural generation and rendering of spherical terrain using C++ and GLFW (an OpenGL Library). In this dissertation I studied into different forms of procedural generation that included Perlin noise, simplex noise, cell noise, fractal noise as well as other implementations. This provided me insight into how procedural generation for terrain is controlled and how I can manipulate data is get different generations and lower the entropy of multiple generations.

The second part of dissertation was the forming and management of spherical terrain to controls the level of detail and form its initial base shape. I studied into various forms of terrain management that including geomipmapping, geoclipmapping, ROAM algorithm (real time optimally adapting meshes), as well as others. In the end I based my implementation around tessellation shaders that would manage the distribution of detail.

The end results were very effective, as I was able to maintain multiple planetary bodies inside of a single space. With the terrain dynamically tessellating based on distance and the size of the planetary body. A link to download my dissertation  is below.

The Implementation of Procedurally Generated Spherical Worlds in Game Design