了解一下柏林噪声

柏林噪声

很多地方都会使用柏林噪声来模拟。如下图所示,柏林噪声的应用示例。
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柏林噪声资料

The Fade Function 平滑

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The Hash Function 哈希

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The Gradient Function 梯度

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Put it together

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噪声的叠加 Octaves 倍频

使用不同的频率(frequencies)和振幅(amplitudes)参数进行多几次柏林噪声计算,然后将结果叠加在一起。频率是指采样数据的间隔,振幅是指返回值的幅度范围。
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code

C#实现柏林噪声。

public class Perlin {

	public int repeat;
	
	public Perlin(int repeat = -1) {
		this.repeat = repeat;
	}

	public double OctavePerlin(double x, double y, double z, int octaves, double persistence) {
		double total = 0;
		double frequency = 1;
		double amplitude = 1;
		double maxValue = 0;			// Used for normalizing result to 0.0 - 1.0
		for(int i=0;i<octaves;i++) {
			total += perlin(x * frequency, y * frequency, z * frequency) * amplitude;
			
			maxValue += amplitude;
			
			amplitude *= persistence;
			frequency *= 2;
		}
		
		return total/maxValue;
	}
	
	private static readonly int[] permutation = { 151,160,137,91,90,15,					// Hash lookup table as defined by Ken Perlin.  This is a randomly
		131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,	// arranged array of all numbers from 0-255 inclusive.
		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
	};
	
	private static readonly int[] p; 													// Doubled permutation to avoid overflow
	
	static Perlin() {
		p = new int[512];
		for(int x=0;x<512;x++) {
			p[x] = permutation[x%256];
		}
	}
	
	public double perlin(double x, double y, double z) {
		if(repeat > 0) {									// If we have any repeat on, change the coordinates to their "local" repetitions
			x = x%repeat;
			y = y%repeat;
			z = z%repeat;
		}
		
		int xi = (int)x & 255;								// Calculate the "unit cube" that the point asked will be located in
		int yi = (int)y & 255;								// The left bound is ( |_x_|,|_y_|,|_z_| ) and the right bound is that
		int zi = (int)z & 255;								// plus 1.  Next we calculate the location (from 0.0 to 1.0) in that cube.
		double xf = x-(int)x;								// We also fade the location to smooth the result.
		double yf = y-(int)y;
		double zf = z-(int)z;
		double u = fade(xf);
		double v = fade(yf);
		double w = fade(zf);
															
		int aaa, aba, aab, abb, baa, bba, bab, bbb;
		aaa = p[p[p[    xi ]+    yi ]+    zi ];
		aba = p[p[p[    xi ]+inc(yi)]+    zi ];
		aab = p[p[p[    xi ]+    yi ]+inc(zi)];
		abb = p[p[p[    xi ]+inc(yi)]+inc(zi)];
		baa = p[p[p[inc(xi)]+    yi ]+    zi ];
		bba = p[p[p[inc(xi)]+inc(yi)]+    zi ];
		bab = p[p[p[inc(xi)]+    yi ]+inc(zi)];
		bbb = p[p[p[inc(xi)]+inc(yi)]+inc(zi)];
	
		double x1, x2, y1, y2;
		x1 = lerp(	grad (aaa, xf  , yf  , zf),				// The gradient function calculates the dot product between a pseudorandom
					grad (baa, xf-1, yf  , zf),				// gradient vector and the vector from the input coordinate to the 8
					u);										// surrounding points in its unit cube.
		x2 = lerp(	grad (aba, xf  , yf-1, zf),				// This is all then lerped together as a sort of weighted average based on the faded (u,v,w)
					grad (bba, xf-1, yf-1, zf),				// values we made earlier.
			          u);
		y1 = lerp(x1, x2, v);

		x1 = lerp(	grad (aab, xf  , yf  , zf-1),
					grad (bab, xf-1, yf  , zf-1),
					u);
		x2 = lerp(	grad (abb, xf  , yf-1, zf-1),
		          	grad (bbb, xf-1, yf-1, zf-1),
		          	u);
		y2 = lerp (x1, x2, v);
		
		return (lerp (y1, y2, w)+1)/2;						// For convenience we bound it to 0 - 1 (theoretical min/max before is -1 - 1)
	}
	
	public int inc(int num) {
		num++;
		if (repeat > 0) num %= repeat;
		
		return num;
	}
	
	public static double grad(int hash, double x, double y, double z) {
		int h = hash & 15;									// Take the hashed value and take the first 4 bits of it (15 == 0b1111)
		double u = h < 8 /* 0b1000 */ ? x : y;				// If the most significant bit (MSB) of the hash is 0 then set u = x.  Otherwise y.
		
		double v;											// In Ken Perlin's original implementation this was another conditional operator (?:).  I
															// expanded it for readability.
		
		if(h < 4 /* 0b0100 */)								// If the first and second significant bits are 0 set v = y
			v = y;
		else if(h == 12 /* 0b1100 */ || h == 14 /* 0b1110*/)// If the first and second significant bits are 1 set v = x
			v = x;
		else 												// If the first and second significant bits are not equal (0/1, 1/0) set v = z
			v = z;
		
		return ((h&1) == 0 ? u : -u)+((h&2) == 0 ? v : -v); // Use the last 2 bits to decide if u and v are positive or negative.  Then return their addition.
	}
	
	public static double fade(double t) {
															// Fade function as defined by Ken Perlin.  This eases coordinate values
															// so that they will "ease" towards integral values.  This ends up smoothing
															// the final output.
		return t * t * t * (t * (t * 6 - 15) + 10);			// 6t^5 - 15t^4 + 10t^3
	}
	
	public static double lerp(double a, double b, double x) {
		return a + x * (b - a);
	}
}

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OpenGL柏林噪声算法是一种用于生成逼真的随机纹理和模拟自然材质的算法。它是由科学家肯·普莱伯(Ken Perlin)在1983年创造并命名的。 柏林噪声算法的基本原理是通过在一个网格中的各个顶点上分配随机数值,然后使用插值方法在网格内的其他点上计算出合适的数值。它的优点是生成的噪声表现出自然界中的一些特点,如渐变、连续性和纹理的自相似性。 算法的核心是一个被称为“Perlin 网格”的数据结构。这个网格是一个三维的基于向量的数组,每个向量代表一个网格点。在网格的每个顶点上,使用一个随机化的梯度向量来分配一个随机数值。然后通过在网格中插值计算,每个网格内的其他点都可以根据周围顶点的值来计算出一个合适的数值。 柏林噪声算法被广泛应用于计算机图形学的领域,特别是在生成逼真的纹理和模拟自然材质方面。它能够为平滑的、有机的形状创建真实感纹理,并且常用于实现地形生成、纹理合成、云雾效果、水波动效果等。 通过改变柏林噪声算法中的参数,例如插值方法、频率、幅度和持续时间等,可以创建出不同类型的噪声效果。这使得开发人员可以根据需求,灵活地控制生成的纹理和模拟效果的外观和表现。 总之,OpenGL柏林噪声算法是一种优秀的随机纹理生成算法,它为计算机图形学带来了丰富的纹理和模拟效果,并在游戏开发、电影特效等领域中得到广泛应用。
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