I\'d like to fill the background of my app with animated clouds. I did some research and stumbled upon the perlin noise algorithm which seems to be fitting. However even in the first test it was extre
I am trying to generate terrain using Perlin noise. I understand how to generate it using Cartesian coordinates, but can\'t quite wrap my head around how it would work on a sphere. I know that you can
I can wrap my head around using a 2D Perlin noise function to generate the height value but I don\'t understand why a 3D Perlin noise function would be used. In Notch\'s blog, he mentioned using a 3D
When I call libnoise\'s getvalue function with x, y, and z as integers I always get 0 back as a result.Is this normal?When I try 1.25, 0.75, 0.5 as in the tutorial http://libnoise.sourceforge.net/tuto
Given a consistently seeded Random: Random r开发者_Python百科 = new Random(0); Calling r.Next() consistently produces the same series; so is there a way to quickly discover the N-th value in that se
I\'m trying to code a \"perlin\" noise shader in NVidia FX Composer. However, no matter how I tweak the noise function, it returns either 100% white or 100% black. I have no clue how to solve this or
I am currently implementing a 3D Perlin noise bump mapping using Shader Model 4 (DirectX 10 HLSL). Generating the noise itself is not a big problem (there are tons of tutorials and codes around) but w
As the GPU driver vendors don\'t usually bother to implement noiseX in GLSL, I\'m looking for a \"graphics randomization swiss army knife\" utility function set, preferably optimised to use within GPU
I am currently working on an OpenGL procedural planet generator.I hope to use it for a space RPG, that will not allow players to go down to the surface of a planet so I have ignored anything ROAM rela
As far as I know, certain mathematical functions like FFTs and perlin noise, etc. can be much 开发者_Python百科faster when done on the GPU as a pixel shader. My question is, if I wanted to exploit thi