// 001. PROCEDURAL_WORLD_TERRAIN_GENERATION
• Engineered a complete procedurally generated world terrain system featuring dynamic heightmaps, vegetation placement algorithms, and rock formation generation using Perlin noise and cellular automata.
• Implemented tree distribution logic based on slope analysis, elevation thresholds, and biome-specific density parameters to create natural-looking forest ecosystems.
• Developed rock scattering algorithms using Voronoi diagrams and random seed generation to place boulders and rocky outcrops with realistic clustering patterns.
• Constructed a custom microfacet Blinn-Phong specular lighting model to accurately capture rough, damp surface textures based on directional reflection factors.
• Optimized computing overhead by delegating dynamic vertex calculations straight to compute shaders, stripping data pipeline bottlenecks.
Trees & Rocks Placement Active
Half-Vector: H = (L + V) / ||L + V||
Intensity: I_s = K_s · I_L · (N · H)^n
Perlin Layering Complexity: O(N²)
Thread Blocks Dynamic Allocation: Matrix[32x32]
// 002. PROCEDURAL_TERRAIN_&_SPECULAR_SHADER
• Constructed a custom microfacet Blinn-Phong specular lighting model to accurately capture rough, damp surface textures based on directional reflection factors.
• Created a multi-fractal terrain engine executing layered runtime matrix noise generations to form seamless infinite topography layouts.
• Optimized computing overhead by delegating dynamic vertex calculations straight to compute shaders, stripping data pipeline bottlenecks.