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1  Game Development / Shared Code / Re: Fastest PerlinNoise : Improved version bicubic&bilinear grad&value noise on: 2012-02-26 02:29:26
Hi DzzD,

Tons of thanks for your post.

Quote
sry I was not on JGO for a while...

You are kidding me right ? this noise implementation is a gem.
I would have appreciate using it extensively in-line but you know how it is... I don't have time to figure out if I should compute all this mess on the fly or use a raster to leave hand for therefore other basic stuff.

I finally use a pre-rendered noise map for my sh..(because I need / was tempted by more tons of octaves-based visual result... Sad( ).

I am still planning to use your snippet to complete all this with small in-line extra layers(multiple ways, starfield, extra noise when we are close, etc...).

Quote
probleme come from the discretisation of computation not the computation itself

Much thanks for your input, I have to admit I am testing this cool stuff with c++(ported, for sure, in no time - one or two lines  - thx to your clean coding).
I am still a bit lost with fully reading your optimizations but I like the style, specifically as it is the fastest noise I found so far !

Quote
, so I believe that it wont help more than correcting the integer cubic interpolation implementation

Wow, this is your job or maybe mine with few month(S) more training on this(need time to understand how to translate this "clean" on various different vector units microcode- spus, gpus... man, tons of exciting efforts ahead - at least for me...Wink).

I am definitely giving it a deeper shot asap !

Thanks again,
ok
2  Game Development / Shared Code / Re: Fastest PerlinNoise : Improved version bicubic&bilinear grad&value noise on: 2012-01-05 14:57:16
Hi DzzD,

Your noise func is super-fast, thx for that ! (could be also easily simdized, yum!).

I needed a seamless xy result so I used your multiplication trick to get the pseudo 4D noise and feed it with two circle coordinates. This is also working a treat !

Probably silly question :
Do you think that fake 4D is overkilling / do you have a simpler solution to get your 2D perlin signal tileable ?

The tiling is working cool with your fake 4D trick for now, but I get far more pronounced bi-cubic artefacts with this multiplication trick...

Do you think quintic interpolation could solve this ?

Much thanks again !
K
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