Perlin Noise
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Perlin Noise
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Re: Perlin Noise
#2And also Ken Perlin has made an improved version to his original with some speedups and a reference implementation in Java can be found here: http://mrl.nyu.edu/~perlin/noise/
Re: Perlin Noise
#3This is just a simplistic description of Perlin Noise. However while implementing the algorithm this is not the way to go. Because it's very very slow -- the author has simply taken non-coherent noise and smoothened it and this is computationally very expensive. And also Ken Perlin has made an improved version to his original with some speedups and a reference implementation in Java can be found here: http://mrl.nyu.…
Re: Perlin Noise
#4Re: Perlin Noise
#5This is just a simplistic description of Perlin Noise. However while implementing the algorithm this is not the way to go. Because it's very very slow -- the author has simply taken non-coherent noise and smoothened it and this is computationally very expensive. And also Ken Perlin has made an improved version to his original with some speedups and a reference implementation in Java can be found here: http://mrl.nyu.…
there is another site Perlin has explaining how, "Making Noise" ~ http://www.noisemachine.com/talk1/
Re: Perlin Noise
#6This is just a simplistic description of Perlin Noise. However while implementing the algorithm this is not the way to go. Because it's very very slow -- the author has simply taken non-coherent noise and smoothened it and this is computationally very expensive. And also Ken Perlin has made an improved version to his original with some speedups and a reference implementation in Java can be found here: http://mrl.nyu.…
Where are the permutation numbers derived from?
Re: Perlin Noise
#7perlinNoise() is the function to look at. I implemented it based on http://web.archive.org/web/20070706003038/http://www.cs.cmu.... but the images are missing in the web archive :(
Re: Perlin Noise
#8Earlier quoted context omitted.
Where are the permutation numbers derived from?
They are generated randomly. Ken Perlin has described it in his book Texturing, Modeling A Procedural Approach. If I remember correctly the numbers have to be such that every direction should have an equal chance. Even distribution I think.