Fractal Mountain Flythrough

Models a mountain range using fractal Brownian motion (fBm): several octaves of 2D value noise (each higher octave at roughly double the frequency and half the amplitude) are summed to build a self-similar, natural-looking heightfield, then the result is raised to a power to sharpen ridgelines into peaks. That heightfield is baked once into a displaced PlaneGeometry (vertex Y offsets, per-vertex colored by height into rock/grass/snow bands) rather than a shader — it is CPU-side procedural terrain generation, not GPU noise. A camera flies automatically along a closed CatmullRomCurve3 spline threaded through 8 waypoints whose heights are sampled from the same noise function, so the flight path always hugs the generated terrain.

Technique
fBm value noise
Octaves
6
Grid segments
200×200
Max height
34
Flight waypoints
8