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by rohitarondekar 5972 days ago
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/

3 comments

"... 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/

According to https://secure.wikimedia.org/wikipedia/en/wiki/Value_noise (which cites this), this page actually describes value noise, not Perlin. I emailed the author, who told me he no longer has access to the site, so unfortunately, people will be fooled for years to come.
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?