Avoiding visible texture repetition (2015)
iquilezles.org
iquilezles.org
As another comment points out, Wang Tiles are the basis for many better techniques [1] [2]
[1] https://scholar.google.com/scholar?cluster=10382979889643467...
[2] https://scholar.google.com/scholar?cites=1038297988964346798...
https://forum.kerbalspaceprogram.com/index.php?/topic/214806...
> eight of the top ten worst-offenders are related to PQS+. PQS stands for Procedural Quad System and it’s the algorithm used to generate planet terrains.
> Following that goal, the team started with the PQS design from KSP1 and added modern graphics features for KSP2’s PQS+. As development progressed on KSP2, more and more features were added to PQS+ to keep pushing the artistic envelope.
The resolution they went for seems to be to disable the system for low performance systems. And for the future:
> In the medium term, my first major project on this team is to design and build a next-generation terrain system – what we’re calling the CBT system (it uses a Concurrent Binary Tree data structure, but it could also stand for Celestial Body Terrain).
Paper on CBT: https://onrendering.com/data/papers/cbt/ConcurrentBinaryTree...
One of the people who worked on educating the public about CBT and integrating it in Unity also seems to appear on the reddit submission: https://old.reddit.com/r/KerbalSpaceProgram/comments/11o0rye...
> @theFrenchDutch: Holy shit I've worked on this. Concurrent Binary Trees are a paper from my colleague Jonathan Dupuy and I've worked with him integrating it into Unity and presenting it at SIGGRAPH twice.
https://web.archive.org/web/20131201024352/http://www.sitepo...
Eg for grass, clouds, a brickwall (just as an example where you wouldn't want this technique, but seeing the effects would be instructive), etc.