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

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