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@StefanPetrick
Last active September 11, 2023 14:05
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FastLED simplex noise and colormapping fully modulated by itself
void noise_noise1() {
CRGBPalette16 Pal( pit );
/* here is how the palette looks like:
DEFINE_GRADIENT_PALETTE( pit ) {
0, 3, 3, 3,
64, 13, 13, 255, // blue
128, 3, 3, 3,
192, 255, 130, 3, // orange
255, 3, 3, 3
};
*/
//modulate the position so that it increases/decreases x
//(here based on the top left pixel - it could be any position else)
x[0] = x[0] + (2 * noise[0][0][0]) - 255;
//modulate the position so that it increases/decreases y
//(here based on the top right pixel - it could be any position else)
y[0] = y[0] + (2 * noise[0][15][0]) - 255;
//z just in one direction but with the additional "1" to make sure to never get stuck
//(here based on the down left pixel - it could be any position else)
z[0] += 1 + ((noise[0][0][15]) / 4);
//set the scaling based on left and right pixel of the middle line
scale_x[0] = 8000 + (noise[0][0][7] * 16);
scale_y[0] = 8000 + (noise[0][15][7] * 16);
//calculate new noise data
uint8_t layer = 0;
for (uint8_t i = 0; i < Width; i++) {
uint32_t ioffset = scale_x[layer] * (i - CentreX);
for (uint8_t j = 0; j < Height; j++) {
uint32_t joffset = scale_y[layer] * (j - CentreY);
uint16_t data = inoise16(x[layer] + ioffset, y[layer] + joffset, z[layer]);
if (data < 11000) data = 11000;
if (data > 51000) data = 51000;
data = data - 11000;
data = data / 161;
noise[layer][i][j] = data;
}
}
//map the colors
for (uint8_t y = 0; y < Height; y++) {
for (uint8_t x = 0; x < Width; x++) {
//I will add this overlay CRGB later for more colors
//it´s basically a rainbow mapping with an inverted brightness mask
CRGB overlay = CHSV(noise[0][y][x], 255, noise[0][x][y]);
//here the actual colormapping happens - notice the additional colorshift caused by the down right pixel noise[0][15][15]
leds[XY(x, y)] = ColorFromPalette( Pal, noise[0][15][15] + noise[0][x][y]) + overlay;
}
}
//make it looking nice
adjust_gamma();
//and show it
FastLED.show();
}
// cheap correction with gamma 2.0
void adjust_gamma()
{
for (uint16_t i = 0; i < NUM_LEDS; i++)
{
leds[i].r = dim8_video(leds[i].r);
leds[i].g = dim8_video(leds[i].g);
leds[i].b = dim8_video(leds[i].b);
}
}
//find the right led index within a serpentine matrix
uint16_t XY( uint8_t x, uint8_t y) {
uint16_t i;
if ( y & 0x01) {
uint8_t reverseX = (Width - 1) - x;
i = (y * Width) + reverseX;
} else {
i = (y * Width) + x;
}
return i;
}
@TomFrost
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TomFrost commented Sep 9, 2023

Thanks for the comprehensive answers, that's hugely enlightening!

The bigger (at least perceptually) steps between shades of dim colors are something I've had success smoothing out in the diffuser design that I'm overlaying on top of my matrix, but what's still very evident is when an individual LED will be updated to be brighter, then darker, then brighter, and so on extremely rapidly over the course of a second or more as its overall brightness level changes. That's why I was a bit more focused on the noise algorithm, as the LED is being told "1, 4, 2, 5, 3, 6" instead of "1, 2, 3, 4, 5, 6". But my attempts to detect and smooth such changes range from "not smooth enough to be effective" to "so smooth that intentional changes in direction are delayed enough to ruin the effect". But I suppose if it were possible to write an over-the-top algorithm to predict which changes are incidental and likely to reverse vs. not before the future data is known, the stock market would never be the same.

Appreciate your help and incredible work!

@StefanPetrick
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I've 3 thoughs regarding this.

A) The quality of the implementation of the noise algorithm matters. FastLED noise is optimized for performance on 8 bit AVRs, not for quality. Currently I'm a huge fan of this floating point implementation for 32 Bit ARM:
https://github.com/StefanPetrick/animartrix/blob/main/noise.ino
(Please note that this runs only on a hardware FPU performant (Teensy 4, ESP32 S3), when the float functions are emulated in software it's really slow.)

B) I always aim for a high framerate = efficient code that runs as quick as possible. Not because I really care if the result is 30 fps or 300 fps, but with a low fps rate the brightness could be "1, 5, 2", while on a higher fps rate the same sequence would be "1, 2, 3, 4, 5, 4, 4, 3, 2" which looks smoother, even when it's very fast. Basically I aim that the difference between 2 frames for the same led is a brightness difference of only 1.

C) When working with noise I aim to not zoom out too far because this leads to pixels jumping in and out of existence. The smallest visual detail should not be smaller then the distance between 2 leds - so that a moving dot is always visible and never appears black because it's temporary inbetween 2 pixels.

I hope that helps to write smoother animations. And thanks for your kind words.

@TomFrost
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TomFrost commented Sep 11, 2023

Fantastic! Your Animartrix work is mindblowing and hugely educational. Thanks so much for open sourcing that! I'm working on a v1 ESP32 right now-- I have a couple S3s headed my way though, so I'll be interested to see how they perform with the implementation you linked.

Great thoughts on B and C as well-- B in particular might be the cause of some of my smoothing issues. If my calculations slow down the FPS enough, transitions that were normally smoother might start flashing without the FPS drop being entirely obvious yet. I hadn't considered that at all.

Really appreciate you taking the time to share your wisdom here -- thank you!

@StefanPetrick
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You're welcome! When you get some nice results please show it to the community in the r/FastLED subreddit.

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