On Wed, Jul 30, 2008 at 8:00 PM, Casey Duncan <[EMAIL PROTECTED]> wrote:
> > On Jul 30, 2008, at 11:08 AM, Knapp wrote: > >> [..] >> >> One of the links I posted talked about the 3d+ Speed problems and how to >> fix them. Have you see that yet? >> > > I had seen that before. The gradient optimization mentioned is really only > applicable to classic Perlin noise. The Perlin Improved noise algorithm > optimizes the gradients in a different way. The gradients themselves in > "improved noise" are no longer random, though they are selected in a > pseudo-random fashion, by hashing the incoming coordinates. Basically. the > moral equivalent of the optimization is already present in "improved" noise. > > The scaling problem for higher dimensions is solved nicely by simplex > noise, which grows linearly in cost as you add dimensions, rather than > geometrically. However, simplex noise looks considerably different, and so > even a higher cost 4D Perlin noise function is probably still desirable for > applications not sensitive to that cost. 4D noise is highly useful for > real-time applications where you desire to animate a 3D texture, and there, > cost is typically important. > > -Casey > You can always take the easy way out. Four years from now your computer will be so fast you will not care so much about this. :-) Also when doing real-time 3d with movement, I use Blender, and they let you map video to the surface. Thus you can precalculate the image and just play it back. I guess there are some times when this is not good enough, like when you want interaction. -- Douglas E Knapp http://sf-journey-creations.wikispot.org/Front_Page
