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

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