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The Color of Noise (2014)
What kinds of random distributions are good for the sorts of graphics work we do in game development?
They’re not all that complicated at the end of the day, but if you don’t have a firm grasp on the subject, you can easily omit a crucial term or combine things in the wrong way that will leave your image looking not quite right, but you’ll have no idea why. In The Witness ’s grass planting system, this situation was actually worse than I’m making it sound, because there’s an additional factor at play in a game world that doesn’t apply if you’re just generating point patterns in an abstract space. This makes some sense if you are trying to cover very steep or uneven terrain, because you may want to allow things to be closer together laterally when they are further apart vertically (although it is unclear that this works well with grass rendering, but that’s a separate issue — it would certainly be a reasonable idea with scattered objects like rocks, which the system also was used to place).
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