Ken Perlin Improved Noise
in
Share your Work
•
2 years ago
I believe Processing's core strength is its pixel [] array. As a result I am always trying to find cool ways to use noise functions to manipulate images. Here is Ken Perlins algorithm formatted to use floats instead of doubles
- static int p[] = new int[512], permutation[] = { 151,160,137,91,90,15,
131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180
};
static public float impnoise(float x, float y, float z) {
int X = (int)Math.floor(x) & 255, // FIND UNIT CUBE THAT
Y = (int)Math.floor(y) & 255, // CONTAINS POINT.
Z = (int)Math.floor(z) & 255;
x -= Math.floor(x); // FIND RELATIVE X,Y,Z
y -= Math.floor(y); // OF POINT IN CUBE.
z -= Math.floor(z);
float u = fade(x), // COMPUTE FADE CURVES
v = fade(y), // FOR EACH OF X,Y,Z.
w = fade(z);
int A = p[X ]+Y;
int AA = p[A]+Z;
int AB = p[A+1]+Z;
// HASH COORDINATES OF
int B = p[X+1]+Y;
int BA = p[B]+Z;
int BB = p[B+1]+Z; // THE 8 CUBE CORNERS,
return lerpu(w, lerpu(v, lerpu(u, grad(p[AA ], x , y , z ), // AND ADD
grad(p[BA ], x-1, y , z )), // BLENDED
lerpu(u, grad(p[AB ], x , y-1, z ), // RESULTS
grad(p[BB ], x-1, y-1, z ))),// FROM 8
lerpu(v, lerpu(u, grad(p[AA+1], x , y , z-1 ), // CORNERS
grad(p[BA+1], x-1, y , z-1 )), // OF CUBE
lerpu(u, grad(p[AB+1], x , y-1, z-1 ),
grad(p[BB+1], x-1, y-1, z-1 ))));
}
static float fade(float t) { return t * t * t * (t * (t * 6 - 15) + 10); }
static float lerpu(float t, float a, float b) { return a + t * (b - a); }
static float grad(int hash, float x, float y, float z) {
int h = hash & 15; // CONVERT LO 4 BITS OF HASH CODE
float u = h<8 ? x : y, // INTO 12 GRADIENT DIRECTIONS.
v = h<4 ? y : h==12||h==14 ? x : z;
return ((h&1) == 0 ? u : -u) + ((h&2) == 0 ? v : -v);
}
1