On Wed, Jul 30, 2008 at 8:58 PM, Casey Duncan <[EMAIL PROTECTED]> wrote:
> > On Jul 30, 2008, at 12:08 PM, Knapp wrote: > > >> >> 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. :-) >> > > Yeah, but by then I'll want fast 6D noise ;^) That said, I'm all for > waiting for the problem to fix itself. > > 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. >> > > In OpenGL, you can use a 3D texture for this. The shader noise code lets > you generate these in real-time, which can come in handy when either they > need to change in a non-deterministic way (e.g., in response to interaction) > or you need to generate many different textures and animations but lack the > talent or money of a dedicated art dept. (and you don't mind math migraines > ;^). > > -Casey > After 20 years of programming, I am happy to let someone else do the math and hard core coding. I really like the top level designing. I do the rest only when I must. My current project is a movie with blender 3d and the a 3d game based on the movie art. Lots of fun. I use pygame mostly for testing little ideas or 2 write the fun little 2 week 2d game. -- Douglas E Knapp http://sf-journey-creations.wikispot.org/Front_Page
