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So, I was just looking around at some pattern functions, and having played with
some Perlin noise in the recent past, thought that I'd read up on it a bit more
- specifically it's exact implementation in code.
Does POV-Ray currently use original or improved noise?
http://flafla2.github.io/2014/08/09/perlinnoise.html
Also, I came across this which touts a doubling of speed:
Perhaps someone can test this out and see if POV-Ray can benefit from this.
http://riven8192.blogspot.com/2010/08/calculate-perlinnoise-twice-as-fast.html
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On 04/26/2018 01:13 PM, Bald Eagle wrote:
> So, I was just looking around at some pattern functions, and having played with
> some Perlin noise in the recent past, thought that I'd read up on it a bit more
> - specifically it's exact implementation in code.
>
> Does POV-Ray currently use original or improved noise?
>
> http://flafla2.github.io/2014/08/09/perlinnoise.html
>
>
> Also, I came across this which touts a doubling of speed:
> Perhaps someone can test this out and see if POV-Ray can benefit from this.
>
> http://riven8192.blogspot.com/2010/08/calculate-perlinnoise-twice-as-fast.html
>
>
Quite a long while ago I dug a 'little' into this and by the timing of
Perlin's improved version I 'guessed' POV-Ray was probably using the
original type, but I never verified it.
The difference IIRC was moving from a grid based approach to some
simplex grid based one so the grid pattern was less visible in 2d
applied noise. My initial pondering was along the lines of whether in
3D applications of the noise the simplex grid would still be visible
with the right alignments of surface to the new grid.
In the newsgroups I vaguely recall some folks (Christoph Horman?)
commenting in some detail on perlin noise in comparison to POV-Ray's
other methods. Perhaps search the newsgroups for more.
Bill P.
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We started with Perlin noise but it wasn't really that good. POV-Ray
now uses (I assume still uses) one written by Robert Skinner.
David Buck
On 2018-04-27 9:43 AM, William F Pokorny wrote:
> On 04/26/2018 01:13 PM, Bald Eagle wrote:
>> So, I was just looking around at some pattern functions, and having
>> played with
>> some Perlin noise in the recent past, thought that I'd read up on it a
>> bit more
>> - specifically it's exact implementation in code.
>>
>> Does POV-Ray currently use original or improved noise?
>>
>> http://flafla2.github.io/2014/08/09/perlinnoise.html
>>
>>
>> Also, I came across this which touts a doubling of speed:
>> Perhaps someone can test this out and see if POV-Ray can benefit from
>> this.
>>
>> http://riven8192.blogspot.com/2010/08/calculate-perlinnoise-twice-as-fast.html
>>
>>
>>
>
> Quite a long while ago I dug a 'little' into this and by the timing of
> Perlin's improved version I 'guessed' POV-Ray was probably using the
> original type, but I never verified it.
>
> The difference IIRC was moving from a grid based approach to some
> simplex grid based one so the grid pattern was less visible in 2d
> applied noise. My initial pondering was along the lines of whether in 3D
> applications of the noise the simplex grid would still be visible with
> the right alignments of surface to the new grid.
>
> In the newsgroups I vaguely recall some folks (Christoph Horman?)
> commenting in some detail on perlin noise in comparison to POV-Ray's
> other methods. Perhaps search the newsgroups for more.
>
> Bill P.
>
>
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