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Re: [pygame] Perlin Noise Function
On Jul 30, 2008, at 11:08 AM, Knapp wrote:
[..]
One of the links I posted talked about the 3d+ Speed problems and
how to fix them. Have you see that yet?
I had seen that before. The gradient optimization mentioned is really
only applicable to classic Perlin noise. The Perlin Improved noise
algorithm optimizes the gradients in a different way. The gradients
themselves in "improved noise" are no longer random, though they are
selected in a pseudo-random fashion, by hashing the incoming
coordinates. Basically. the moral equivalent of the optimization is
already present in "improved" noise.
The scaling problem for higher dimensions is solved nicely by simplex
noise, which grows linearly in cost as you add dimensions, rather than
geometrically. However, simplex noise looks considerably different,
and so even a higher cost 4D Perlin noise function is probably still
desirable for applications not sensitive to that cost. 4D noise is
highly useful for real-time applications where you desire to animate a
3D texture, and there, cost is typically important.
-Casey