Requirements Pseudo random Arbitrary dimension
Smooth Band pass (one scale) Little memory usage Implicit evaluation
Value noise 1D case Distribute random values at particular locations (a grid)…
Value noise 1D case Distribute random values at particular locations (a grid)… … and interpolate
Value noise 1D case Evaluation algorithm for a given point x
r2
r1
Value noise 1D case Evaluation algorithm for a given point x Get the associated 2 random values?
r2
r1
Value noise 1D case Evaluation algorithm for a given point x Get the associated 2 random values? Pseudo random function Precomputed in an array
r2
r1
Value noise 1D case Evaluation algorithm for a given point x Get the associated 2 random values? Pseudo random function Precomputed in an array
Get relative position of x (between 0 and 1)
Mix
r2
r1
Value noise 1D case Evaluation algorithm for a given point x Get the associated 2 random values? Pseudo random function Precomputed in an array
Get relative position of x (between 0 and 1)
Mix
S-shaped function
Value noise 1D case Evaluation algorithm for a given point x Get the associated 2 random values? Pseudo random function Precomputed in an array
Get relative position of x (between 0 and 1)
Mix
Value noise 1D case Evaluation algorithm for a given point x Get the associated 2 random values? Pseudo random function Precomputed in an array
Get relative position of x (between 0 and 1)
Mix
Pros/cons?
Value noise 1D case Evaluation algorithm for a given point x Get the associated 2 random values? Pseudo random function Precomputed in an array
Get relative position of x (between 0 and 1)
Mix
Pros/cons?
Value noise 1D case Controls Frequency: evalNoise( x * freq )
Value noise 1D case Controls Frequency: evalNoise( x * freq ) Amplitude: evalNoise( x ) * amplitude
Value noise 1D case Controls Frequency: evalNoise( x * freq ) Amplitude: evalNoise( x ) * amplitude Offsetting: evalNoise( x + offset )
Value noise 2D case Same principle, using a 2D grid
Value noise 2D case Same principle, using a 2D grid Need 3 interpolations instead of 1
https://www.shadertoy.com/view/lsf3WH
Value noise 3D case Same principle, using a 3D grid Need 7 interpolations
Value noise 3D case Same principle, using a 3D grid Need 7 interpolations
https://www.shadertoy.com/view/4sfGzS
Gradient noise (1D case) Instead of distributing random positions: Consider positions at 0 Distribute random gradients Interpolate
Gradient noise (1D case) Instead of distributing random positions: Consider positions at 0 Distribute random gradients Interpolate
Available: G1, G2 and dx
Gradient noise (1D case) Instead of distributing random positions: Consider positions at 0 Distribute random gradients Interpolate
Gradient noise (1D case) Instead of distributing random positions: Consider positions at 0 Distribute random gradients Interpolate
Available: G1, G2 and dx n1 = dx*G1 n2 = (dx-1)*G2 P = w1.G1.dx + w2.G2.(dx-1)
http://en.wikipedia.org/wiki/Gradient_noise
Gradient noise (2D case) Same principle 2D gradients on each point
Gradient noise (2D case) Same principle 2D gradients on each point Compute positional differences
Gradient noise (2D case) Same principle 2D gradients on each point Compute positional differences Compute corner values
Gradient noise (2D case) Same principle 2D gradients on each point Compute positional differences Compute corner values
And interpolate, as before
https://www.shadertoy.com/view/XdXGW8
Gradient noise (3D case) Same principle… again 3D gradients on each point Compute positional differences Compute corner values And interpolate, as before
Gradient noise (3D case) Same principle… again 3D gradients on each point Compute positional differences Compute corner values And interpolate, as before
Speeding it up (precompute gradients)
Gradient noise (3D case) Simplex noise Use triangles instead of quads Sum contributions instead of interpolating
Path tracing and global illum: http://www.graphics.stanford.edu/courses/cs348b-01/course29.hanrahan.pdf http://web.cs.wpi.edu/~emmanuel/courses/cs563/write_ups/zackw/realistic_raytracing.html
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