Procedural Volumetric Terrain Erosion - Open Discussion
We've working on a procedural, volumetric erosion technique that can be used in the context of a game. Sharing the progress we have here in a blog post: [Link to Post]
I don't think I've seen much resources on that topic - especially using SDFs as the ground truth representation for the volumetric terrain model, so it may benefit people here. The core idea is that you position primitives to carve the base heightfield, and later extract a mesh out of it (though sphere tracing would also work!).
Terrain erosion is usually performed in 2D, on heightfields - that's a whole research topic in itself. That's less of a case for volumetric stuff.
Happy to get feedback, discuss with everyone, and answer questions.