Perlin noise: Difference between revisions

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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

  1. 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
  2. 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.
  3. Interpolate between these using smoothstep.

Resources