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Perlin Noise

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1–10 of 15 posts

Re: Perlin Noise

#2
This 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.edu/~perlin/noise/

Re: Perlin Noise

#3

This 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

#5

This 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.…

"... I first started to think seriously about procedural textures when I was working on TRON at MAGI in Elmsford, NY, in 1981. ..." ~ http://www.noisemachine.com/talk1/4.html

there is another site Perlin has explaining how, "Making Noise" ~ http://www.noisemachine.com/talk1/

Re: Perlin Noise

#6
post #3

This 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?

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.

Re: Perlin Noise

#7
I've implemented 2D perlin noise for my final year project, but I think it has mistakes in it. Never got the time to verify. If anybody wants to take a look it's here: http://trac.assembla.com/terrainium/browser/TerrainiumLatest...

perlinNoise() 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

#8
post #3

Earlier 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.

I was thinking it would be more like the fast inverse square from Quake. If it's random, using the same code could be a problem, no?
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