Within this thesis we have created open source software library which enables procedural terrain generation. In recent times, one can observe fast expansion of the field which is a subject of this thesis. We have presented principles and tools needed for implementation of procedurally generated terrain. Mathematical approaches, such as usage of vector and scalar fields and their derivatives, are also needed. The same goes for low-level usage of graphic cards for executing our program. Due to its characteristics, such approach gives optimal results. We presented both, positive and negative properties of procedurally generated terrain and came to a conclusion that the positive properties are prevailing in most cases.
We described problems and their solutions that that can be encountered during the process of making games and applications for visual presentations of region.
In the software library, which is the result of this thesis, we focused on procedurally generated textures and terrain by implementing certain tools and techniques. Different kinds of noises were mostly used.
The work was quite complex, but the end results seems to be quite attractive and represents a product which can be used in practice but also leaves a space for further development.