最快培林样3D降噪算法? [英] Fastest Perlin-Like 3D noise algorithm?
问题描述
它已经远远超过20年肯Perlin的第一发明了噪音。有没有人管理,以做出更快的一种3D噪声发生器接近培林的(程序性,自然的分组,减少绑扎,经常性的大小,等等)?
It's been well over 20 years since Ken Perlin first invented his noise. Has anybody managed to make a faster kind of 3D noise generator with properties close to Perlin's (procedural, natural-looking grouping, reduced banding, regular feature size, etc)?
我试图建立一个程序世界的发电机,但目前布林只是没有削减它。我承认我的实现是不是最好的也可能是权利,但如果我大概要改写它,我想知道是否有可用的一个更好的算法。
I'm trying to build a procedural world generator but currently Perlin just isn't cutting it. I admit my implementation isn't the best it could be right now, but if I'm about to rewrite it anyway I wondered if there was a better algorithm available.
推荐答案
您想要单纯噪声 。
- 在较低计算成本
- 不是基于正方形网格,所以没有明显的方向性文物
- 扩展更好更高的维度:O(N ^ 2)对经典培林的O(2 ^ N)为N维
有一个很好的解释这里。显然,肯·培林的示例实现是不是最容易理解code。
There's a good explanation here. Apparently Ken Perlin's example implementation is not the most easy to understand code.
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