Perlin Noise |
When a programmer needs a random number generator, there are several functions to do that. But the problem is that it is not continuous at all. The perlin noise is a well-known example of a generator which gives random numbers that are almost continuous, let's say "soft". There is a very good explanation about Perlin noise on this web-page ( http://freespace.virgin.net/hugo.elias/models/m_perlin.htm ). Here, i will just show a few texture that i generated using Perlin noise. One can just download the executable and the sources to modify slightly the results.
download : exe+sources (C++,HLSL and Visual C++ 6.0 project) (815ko)
Require a graphic card with support of vertex shader 2_0 et pixel shader 2_0.
As described on the link given above, the resulting noise function is the sum of several "octave". In the following pictures, i first show the first five octaves, isolated. To get a good overview, i give the same amplitude to all the octaves. Eventualy, i give the sum of the first five octave ( amplitude of the octave decrease in the sum).
octave n° 1 : lowest frequency |
octave n° 2 |
octave n° 3 |
octave n°4 |
octave n°5 |
octave n° 6, highest frequency |
the resulting noise : sum of the five first octaves |
Author : Adrien
Auclair
adrien.auclair at club-internet.fr
Last update : 09/10/2004