Real-time thermal erosion much faster now!
Intoduction
“A picture is worth a thousand words” so I suppose a video should be much better
The real-time erosion has gained a lot from the latest optimization work, the number of FPS is passed from 1.8 to 71.4 for my first thermal erosion and from 3.1 to 71.4 for my second thermal erosion, that means that the first erosion is about 40 times faster and the second one is about 23 times faster, a huge improvement for a real-time program!
Even if the second algorithm is faster than the first one, using a small heightmap (256×256) gives the same execution time for both.
First thermal erosion
This video shows a terrain generated by the sum of 6 octaves of Perlin Noise and eroded by 100 iterations (double the number of the previous video) of my first thermal erosion algorithm.
The video is available on:
this erosion algorithm allows an average frame rate (computation + visualization) of 71.4 FPS using a 256×256 16-bits floating-point texture as heightmap.
Second thermal erosion
This video shows the same terrain generated by the sum of 6 octaves of Perlin Noise and eroded by 100 (double the number of the previous video) iterations of my second thermal erosion algorithm.
The video is available on:
this erosion algorithm allows an average frame rate (computation + visualization) of 71.4 FPS using a 256×256 16-bits floating-point texture as heightmap.



