Perlin noise: Difference between revisions

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# 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.
#* In improved perlin noise, use smootherstep which has zero first and second derivatives at the boundaries:
#* <math>\operatorname{smootherstep}(x) = 6x^5 - 15x^4 + 10x^3</math>


==Resources==
==Resources==
* https://rtouti.github.io/graphics/perlin-noise-algorithm
* https://rtouti.github.io/graphics/perlin-noise-algorithm

Revision as of 18:43, 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.
    • In improved perlin noise, use smootherstep which has zero first and second derivatives at the boundaries:
    • \(\displaystyle \operatorname{smootherstep}(x) = 6x^5 - 15x^4 + 10x^3\)

Resources