Perlin noise: Difference between revisions
Created page with " ==Algorithm== # Generate a grid of random unit-length vectors # For each point, find the closest corners in the grid and compute the dot product between the vector from the corner and the corner's random vector. # Interpolate between these using smoothstep. ==Resources== * https://rtouti.github.io/graphics/perlin-noise-algorithm" |
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==Algorithm== | ==Algorithm== | ||
# Generate a grid of random unit-length vectors | # Generate a grid of random unit-length vectors | ||
#* In improved perlin noise, vectors which only contain +=1 and 0 such as (1, 1, 0) are used | |||
# For each point, find the closest corners in the grid and compute the dot product between the vector from the corner and the corner's random vector. | # For each point, find the closest corners in the grid and compute the dot product between the vector from the corner and the corner's random vector. | ||
# Interpolate between these using smoothstep. | # Interpolate between these using smoothstep. |
Revision as of 18:39, 29 March 2023
Algorithm
- Generate a grid of random unit-length vectors
- In improved perlin noise, vectors which only contain +=1 and 0 such as (1, 1, 0) are used
- For each point, find the closest corners in the grid and compute the dot product between the vector from the corner and the corner's random vector.
- Interpolate between these using smoothstep.