This code demo shows how to use fBm (fractional brownian motion) fed by noise variations as height displacement to create 'infinite' procedural landscapes. The code here is a simple geometry displacement which does not use the GPU to compute the displacement - numerous great examples are available on shadertoy for a GPU version -. Also No lights also involved here so no normals recalculation.
It was a preliminary work for my Borders video using generative landscapes.
This TouchDesigner project shows how to apply an fBm displacement using shaders. The shader uses the technique shown by Matthew Ragan to calculate the TBM matrix. It is easier now to directly calculate it using the "Create Attribute" SOP > Activate Tangent Calculation (not shown in this project). The fBm code is a vanilla code translation from Ken Musgrave fBm code (Texturing and Modeling book)and uses the TDSimplexNoise provided in TouchDesigner.
Project is downloadable here.