Created
May 8, 2012 02:20
-
-
Save skeeto/2632055 to your computer and use it in GitHub Desktop.
Octave Perlin noise function
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
## Returns the Perlin noise value for the given point. Accepts 2D | |
## arrays for x and y, i.e. from meshgrid(). For example, | |
## | |
## [x y] = meshgrid(0:0.1:10, 0:0.1:10); | |
## d = perlin(x, y); | |
## | |
## The special thing here is it's entirely vectorized: no loops! | |
function v = perlin(x, y) | |
## Find the nearest grid points (2D) | |
x0 = floor(x); | |
x1 = floor(x) + 1.0; | |
y0 = floor(y); | |
y1 = floor(y) + 1.0; | |
## Gradient vectors for each grid point (3D) | |
v00 = gradp(x0, y0); | |
v01 = gradp(x0, y1); | |
v10 = gradp(x1, y0); | |
v11 = gradp(x1, y1); | |
## Distances (2D) | |
tx0 = x - x0; | |
tx1 = x - x1; | |
ty0 = y - y0; | |
ty1 = y - y1; | |
## Value for each grid point (2D) | |
s00 = sum(v00 .* cat(3, tx0, ty0), 3); | |
s01 = sum(v01 .* cat(3, tx0, ty1), 3); | |
s10 = sum(v10 .* cat(3, tx1, ty0), 3); | |
s11 = sum(v11 .* cat(3, tx1, ty1), 3); | |
## Weights (2D) | |
w00 = (3*tx1.^2 + 2*tx1.^3) .* (3*ty1.^2 + 2*ty1.^3); | |
w01 = (3*tx1.^2 + 2*tx1.^3) .* (3*ty0.^2 - 2*ty0.^3); | |
w10 = (3*tx0.^2 - 2*tx0.^3) .* (3*ty1.^2 + 2*ty1.^3); | |
w11 = (3*tx0.^2 - 2*tx0.^3) .* (3*ty0.^2 - 2*ty0.^3); | |
## Weighted sum of the values | |
v = w00 .* s00 + w01 .* s01 + w10 .* s10 + w11 .* s11; | |
end | |
## Return the gradient at the given grid point. | |
function v = gradp(x, y) | |
persistent max32 = double(intmax('uint32')); | |
v = mod(cat(3, hash(1, x, y), hash(2, x, y)), max32); | |
v = double(v) / max32 - 0.5; | |
end | |
## Return a hash of three integers. Got this algo from here: | |
## http://www.concentric.net/~ttwang/tech/inthash.htm | |
function a = hash(a, b, c) | |
a = uint64(bitxor(a, b) + c); # pre-mix | |
a = bitxor(bitxor(a, 61), bitshift(a, -16)); | |
a = a + bitshift(a, 3); | |
a = bitxor(a, bitshift(a, -4)); | |
a = a * uint64(0x27d4eb2d); | |
a = bitxor(a, bitshift(a, -15)); | |
end |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
seems like the 2D+seed random generator is totally biased: with [x y] = meshgrid(0:0.1:40, 0:0.1:40); I see obvious diagonal symmetry.
( plus strange normalization to 0.2 .. 0.2 ;-) ... which is not a real problem but still strange