# Perlin noise

Perlin noise is a draft programming task. It is not yet considered ready to be promoted as a complete task, for reasons that should be found in its talk page.

The   Perlin noise   is a kind of   gradient noise   invented by   Ken Perlin   around the end of the twentieth century and still currently heavily used in   computer graphics,   most notably to procedurally generate textures or heightmaps.

The Perlin noise is basically a   pseudo-random   mapping of   ${\displaystyle \mathbb {R} ^{d}}$   into   ${\displaystyle \mathbb {R} }$   with an integer   ${\displaystyle d}$   which can be arbitrarily large but which is usually   2,   3,   or   4.

Either by using a dedicated library or by implementing the algorithm, show that the Perlin noise   (as defined in 2002 in the Java implementation below)   of the point in 3D-space with coordinates     3.14,   42,   7     is     0.13691995878400012.

## OCaml

` let permutation = [151;160;137;91;90;15;131;13;201;95;96;53;194;233;7;225;140;36;103;30;69;142;8;99;37;240;21;10;23;190; 6;148;247;120;234;75;0;26;197;62;94;252;219;203;117;35;11;32;57;177;33;88;237;149;56;87;174;20;125;136;171;168; 68;175;74;165;71;134;139;48;27;166;77;146;158;231;83;111;229;122;60;211;133;230;220;105;92;41;55;46;245;40;244;102;143;54; 65;25;63;161; 1;216;80;73;209;76;132;187;208; 89;18;169;200;196;135;130;116;188;159;86;164;100;109;198;173;186; 3;64;52;217;226;250;124;123;5;202;38;147;118;126;255;82;85;212;207;206;59;227;47;16;58;17;182;189;28;42;223;183;170;213;119;248;152; 2;44;154;163; 70;221;153;101;155;167; 43;172;9;129;22;39;253; 19;98;108;110;79;113;224;232;178;185; 112;104;218;246;97;228;251;34;242;193;238;210;144;12;191;179;162;241; 81;51;145;235;249;14;239;107;49;192;214; 31;181;199;106;157;184; 84;204;176;115;121;50;45;127; 4;150;254;138;236;205;93;222;114;67;29;24;72;243;141;128;195;78;66;215;61;156;180] let lerp(t, a, b) = a +. t *. (b -. a) let fade t =  (t *. t *. t) *. (t *. (t *. 6. -. 15.) +. 10.) let grad (hash, x, y, z) =  let h = hash land 15 in  let u = if (h < 8) then x else y in  let v = if (h < 4) then y else (if (h = 12 || h = 14) then x else z) in  (if (h land 1 = 0) then u else (0. -. u)) +.    (if (h land 2 = 0) then v else (0. -. v)) let perlin_init p =   List.rev (List.fold_left (fun i x -> x :: i) (List.rev p) p);; let perlin_noise p x y z =  let x1 = (int_of_float x) land 255 and      y1 = (int_of_float y) land 255 and      z1 = (int_of_float z) land 255 and      xi = x -. (float (int_of_float x)) and      yi = y -. (float (int_of_float y)) and      zi = z -. (float (int_of_float z)) in  let u = fade xi and      v = fade yi and      w = fade zi and      a = (List.nth p x1) + y1 in  let aa = (List.nth p a) + z1 and      ab = (List.nth p (a + 1)) + z1 and      b = (List.nth p (x1 + 1)) + y1 in  let ba = (List.nth p b) + z1 and      bb = (List.nth p (b + 1)) + z1 in  lerp(w, lerp(v, lerp(u, (grad((List.nth p aa), xi, yi, zi)),                          (grad((List.nth p ba), xi -. 1., yi , zi))),                  lerp(u, (grad((List.nth p ab), xi , yi -. 1., zi)),                          (grad((List.nth p bb), xi -. 1., yi -. 1., zi)))),          lerp(v, lerp(u, (grad((List.nth p (aa + 1)), xi, yi, zi -. 1.)),                          (grad((List.nth p (ba + 1)), xi -. 1., yi , zi -. 1.))),                  lerp(u, (grad((List.nth p (ab + 1)), xi , yi -. 1., zi -.  1.)),                          (grad((List.nth p (bb + 1)), xi -. 1., yi -.  1., zi -. 1.))))) ;; let p = perlin_init permutation in  print_string((Printf.sprintf "%0.17f" (perlin_noise p 3.14 42.0 7.0)) ^ "\n") `
Output:
`0.13691995878400012`

## Common Lisp

`;;;; Translation from: Java (declaim (optimize (speed 3) (debug 0))) (defconstant +p+  (let ((permutation	 #(151 160 137 91 90 15 	   131 13 201 95 96 53 194 233 7 225 140 36 103 30 69 142 8 99 37 240 21 10 23 	   190  6 148 247 120 234 75 0 26 197 62 94 252 219 203 117 35 11 32 57 177 33 	   88 237 149 56 87 174 20 125 136 171 168  68 175 74 165 71 134 139 48 27 166 	   77 146 158 231 83 111 229 122 60 211 133 230 220 105 92 41 55 46 245 40 244 	   102 143 54  65 25 63 161  1 216 80 73 209 76 132 187 208  89 18 169 200 196 	   135 130 116 188 159 86 164 100 109 198 173 186  3 64 52 217 226 250 124 123 	   5 202 38 147 118 126 255 82 85 212 207 206 59 227 47 16 58 17 182 189 28 42 	   223 183 170 213 119 248 152  2 44 154 163  70 221 153 101 155 167  43 172 9 	   129 22 39 253  19 98 108 110 79 113 224 232 178 185  112 104 218 246 97 228 	   251 34 242 193 238 210 144 12 191 179 162 241  81 51 145 235 249 14 239 107 	   49 192 214  31 181 199 106 157 184  84 204 176 115 121 50 45 127  4 150 254 	   138 236 205 93 222 114 67 29 24 72 243 141 128 195 78 66 215 61 156 180))	(aux (make-array 512 :element-type 'fixnum)))    (dotimes (i 256 aux)      (setf (aref aux i) (aref permutation i))      (setf (aref aux (+ 256 i)) (aref permutation i))))) (defun fade (te)  (declare (type double-float te))  (the double-float (* te te te (+ (* te (- (* te 6) 15)) 10)))) (defun lerp (te a b)  (declare (type double-float te a b))  (the double-float (+ a (* te (- b a))))) (defun grad (hash x y z)  (declare (type fixnum hash)	   (type double-float x y z))  (let* ((h (logand hash 15)) ;; convert lo 4 bits of hash code into 12 gradient directions	 (u (if (< h 8) x y))	 (v (cond ((< h 4)		   y)		  ((or (= h 12) (= h 14))		   x)		  (t z))))    (the     double-float     (+      (if (zerop (logand h 1)) u (- u))      (if (zerop (logand h 2)) v (- v)))))) (defun noise (x y z)  (declare (type double-float x y z))  ;; find unit cube that contains point.  (let ((cx (logand (floor x) 255))	(cy (logand (floor y) 255))	(cz (logand (floor z) 255)))    ;; find relative x, y, z of point in cube.    (let ((x (- x (floor x)))	  (y (- y (floor y)))	  (z (- z (floor z))))      ;; compute fade curves for each of x, y, z.      (let ((u (fade x))	    (v (fade y))	    (w (fade z)))	;; hash coordinates of the 8 cube corners,	(let* ((ca  (+ (aref +p+     cx)  cy))	       (caa (+ (aref +p+     ca)  cz))	       (cab (+ (aref +p+ (1+ ca)) cz))	       (cb  (+ (aref +p+ (1+ cx)) cy))	       (cba (+ (aref +p+     cb)  cz))	       (cbb (+ (aref +p+ (1+ cb)) cz)))	  ;; ... and add blended results from 8 corners of cube	  (the double-float	       (lerp w		     (lerp v			   (lerp u				 (grad (aref +p+ caa)          x       y      z)				 (grad (aref +p+ cba)      (1- x)      y      z))			   (lerp u				 (grad (aref +p+ cab)          x   (1- y)     z)				 (grad (aref +p+ cbb)      (1- x)  (1- y)     z)))		     (lerp v			   (lerp u				 (grad (aref +p+ (1+ caa))     x       y  (1- z))				 (grad (aref +p+ (1+ cba)) (1- x)      y  (1- z)))			   (lerp u				 (grad (aref +p+ (1+ cab))     x   (1- y) (1- z))				 (grad (aref +p+ (1+ cbb)) (1- x)  (1- y) (1- z))))))))))) (print (noise 3.14d0 42d0 7d0)) `
Output:
`0.13691995878400012d0`

## D

`import std.stdio, std.math; struct PerlinNoise {    private static double fade(in double t) pure nothrow @safe @nogc {        return t ^^ 3 * (t * (t * 6 - 15) + 10);    }     private static double lerp(in double t, in double a, in double b)    pure nothrow @safe @nogc {        return a + t * (b - a);    }     private static double grad(in ubyte hash,                               in double x, in double y, in double z)    pure nothrow @safe @nogc {        // Convert lo 4 bits of hash code into 12 gradient directions.        immutable h = hash & 0xF;        immutable double u = (h < 8) ? x : y,                         v = (h < 4) ? y : (h == 12 || h == 14 ? x : z);        return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);    }     static immutable ubyte[512] p;     static this() pure nothrow @safe @nogc {        static immutable permutation = cast(ubyte[256])x"97 A0 89 5B 5A            0F 83 0D C9 5F 60 35 C2 E9 07 E1 8C 24 67 1E 45 8E 08 63 25            F0 15 0A 17 BE 06 94 F7 78 EA 4B 00 1A C5 3E 5E FC DB CB 75            23 0B 20 39 B1 21 58 ED 95 38 57 AE 14 7D 88 AB A8 44 AF 4A            A5 47 86 8B 30 1B A6 4D 92 9E E7 53 6F E5 7A 3C D3 85 E6 DC            69 5C 29 37 2E F5 28 F4 66 8F 36 41 19 3F A1 01 D8 50 49 D1            4C 84 BB D0 59 12 A9 C8 C4 87 82 74 BC 9F 56 A4 64 6D C6 AD            BA 03 40 34 D9 E2 FA 7C 7B 05 CA 26 93 76 7E FF 52 55 D4 CF            CE 3B E3 2F 10 3A 11 B6 BD 1C 2A DF B7 AA D5 77 F8 98 02 2C            9A A3 46 DD 99 65 9B A7 2B AC 09 81 16 27 FD 13 62 6C 6E 4F            71 E0 E8 B2 B9 70 68 DA F6 61 E4 FB 22 F2 C1 EE D2 90 0C BF            B3 A2 F1 51 33 91 EB F9 0E EF 6B 31 C0 D6 1F B5 C7 6A 9D B8            54 CC B0 73 79 32 2D 7F 04 96 FE 8A EC CD 5D DE 72 43 1D 18            48 F3 8D 80 C3 4E 42 D7 3D 9C B4";         // Two copies of permutation.        p[0 .. permutation.length] = permutation[];        p[permutation.length .. \$] = permutation[];    }     /// x0, y0 and z0 can be any real numbers, but the result is    /// zero if they are all integers.    /// The result is probably in [-1.0, 1.0].    static double opCall(in double x0, in double y0, in double z0)    pure nothrow @safe @nogc {        // Find unit cube that contains point.        immutable ubyte X = cast(int)x0.floor & 0xFF,                        Y = cast(int)y0.floor & 0xFF,                        Z = cast(int)z0.floor & 0xFF;         // Find relative x,y,z of point in cube.        immutable x = x0 - x0.floor,                  y = y0 - y0.floor,                  z = z0 - z0.floor;         // Compute fade curves for each of x,y,z.        immutable u = fade(x),                  v = fade(y),                  w = fade(z);         // Hash coordinates of the 8 cube corners.        immutable A  = p[X  ]   + Y,                  AA = p[A]     + Z,                  AB = p[A + 1] + Z,                  B  = p[X + 1] + Y,                  BA = p[B]     + Z,                  BB = p[B + 1] + Z;         // And add blended results from  8 corners of cube.        return lerp(w, lerp(v, lerp(u, grad(p[AA  ], x  , y  , z  ),                                       grad(p[BA  ], x-1, y  , z  )),                               lerp(u, grad(p[AB  ], x  , y-1, z  ),                                       grad(p[BB  ], x-1, y-1, z  ))),                       lerp(v, lerp(u, grad(p[AA+1], x  , y  , z-1),                                       grad(p[BA+1], x-1, y  , z-1)),                               lerp(u, grad(p[AB+1], x  , y-1, z-1),                                       grad(p[BB+1], x-1, y-1, z-1))));    }} void main() {    writefln("%1.17f", PerlinNoise(3.14, 42, 7));     /*    // Generate a demo image using the Gray Scale task module.    import grayscale_image;    enum N = 200;    auto im = new Image!Gray(N, N);    foreach (immutable y; 0 .. N)        foreach (immutable x; 0 .. N) {            immutable p = PerlinNoise(x / 30.0, y / 30.0, 0.1);            im[x, y] = Gray(cast(ubyte)((p + 1) / 2 * 256));        }    im.savePGM("perlin_noise.pgm");    */}`
Output:
`0.13691995878400012`

## Go

`package main import (    "fmt"    "math") func main() {    fmt.Println(noise(3.14, 42, 7))} func noise(x, y, z float64) float64 {    X := int(math.Floor(x)) & 255    Y := int(math.Floor(y)) & 255    Z := int(math.Floor(z)) & 255    x -= math.Floor(x)    y -= math.Floor(y)    z -= math.Floor(z)    u := fade(x)    v := fade(y)    w := fade(z)    A := p[X] + Y    AA := p[A] + Z    AB := p[A+1] + Z    B := p[X+1] + Y    BA := p[B] + Z    BB := p[B+1] + Z    return lerp(w, lerp(v, lerp(u, grad(p[AA], x, y, z),        grad(p[BA], x-1, y, z)),        lerp(u, grad(p[AB], x, y-1, z),            grad(p[BB], x-1, y-1, z))),        lerp(v, lerp(u, grad(p[AA+1], x, y, z-1),            grad(p[BA+1], x-1, y, z-1)),            lerp(u, grad(p[AB+1], x, y-1, z-1),                grad(p[BB+1], x-1, y-1, z-1))))}func fade(t float64) float64       { return t * t * t * (t*(t*6-15) + 10) }func lerp(t, a, b float64) float64 { return a + t*(b-a) }func grad(hash int, x, y, z float64) float64 {    // Go doesn't have a ternary.  Ternaries can be translated directly    // with if statements, but chains of if statements are often better    // expressed with switch statements.    switch hash & 15 {    case 0, 12:        return x + y    case 1, 14:        return y - x    case 2:        return x - y    case 3:        return -x - y    case 4:        return x + z    case 5:        return z - x    case 6:        return x - z    case 7:        return -x - z    case 8:        return y + z    case 9, 13:        return z - y    case 10:        return y - z    }    // case 11, 16:    return -y - z} var permutation = []int{    151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225,    140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190, 6, 148,    247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32,    57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175,    74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, 231, 83, 111, 229, 122,    60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143, 54,    65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169,    200, 196, 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64,    52, 217, 226, 250, 124, 123, 5, 202, 38, 147, 118, 126, 255, 82, 85, 212,    207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213,    119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9,    129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104,    218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241,    81, 51, 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157,    184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93,    222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180,}var p = append(permutation, permutation...)`
Output:
```0.13691995878400012
```

## J

We can trivially copy the java implementation:

`band=:17 b.ImprovedNoise=:3 :0  'x y z'=. y  X=. (<. x) band 255  Y=. (<. y) band 255  Z=. (<. z) band 255  x=. x-<.!.0 x  y=. y-<.!.0 y  z=. z-<.!.0 z  u=. fade x  v=. fade y  w=. fade z  A=. (p{~X)+Y  AA=.(p{~A)+Z  AB=.(p{~A+1)+Z  B=. (p{~X+1)+Y  BA=.(p{~B)+Z  BB=.(p{~B+1)+Z   t1=. (grad(p{~BB+1),(x-1),(y-1),z-1)  t2=. (lerp u,(grad(p{~AB+1),x,(y-1),z-1),t1)  t3=. (grad(p{~BA+1),(x-1),y,z-1)  t4=. (lerp v,(lerp u,(grad(p{~AA+1),x,y,z-1),t3),t2)  t5=. (grad(p{~BB),(x-1),(y-1),z)  t6=. (lerp u,(grad(p{~AB),x,(y-1),z),t5)  t7=. (grad(p{~BA),(x-1),y,z)  (lerp w,(lerp v,(lerp u,(grad(p{~AA),x,y,z),t7),t6),t4)) fade=:3 :0  t=.y  t * t * t * ((t * ((t * 6) - 15)) + 10)) lerp=:3 :0  't a b'=. y  a + t * (b - a)) grad=:3 :0  'hash x y z'=. y  h =. hash band 15 NB.                 CONVERT LO 4 BITS OF HASH CODE  u =. x [^:(h<8) y NB.                 INTO 12 GRADIENT DIRECTIONS.  v =. y [^:(h<4) x [^:((h=12)+.(h=14)) z  (u [^:((h band 1) = 0) -u) + v [^:((h band 2) = 0) -v)  p=:,~ 151 160 137 91 90 15 131 13 201 95 96 53 194 233 7 225 140 36 103 30 69 142 8 99 37 240 21 10 23 190 6 148 247 120 234 75 0 26 197 62 94 252 219 203 117 35 11 32 57 177 33 88 237 149 56 87 174 20 125 136 171 168 68 175 74 165 71 134 139 48 27 166 77 146 158 231 83 111 229 122 60 211 133 230 220 105 92 41 55 46 245 40 244 102 143 54 65 25 63 161 1 216 80 73 209 76 132 187 208 89 18 169 200 196 135 130 116 188 159 86 164 100 109 198 173 186 3 64 52 217 226 250 124 123 5 202 38 147 118 126 255 82 85 212 207 206 59 227 47 16 58 17 182 189 28 42 223 183 170 213 119 248 152 2 44 154 163 70 221 153 101 155 167 43 172 9 129 22 39 253 19 98 108 110 79 113 224 232 178 185 112 104 218 246 97 228 251 34 242 193 238 210 144 12 191 179 162 241 81 51 145 235 249 14 239 107 49 192 214 31 181 199 106 157 184 84 204 176 115 121 50 45 127 4 150 254 138 236 205 93 222 114 67 29 24 72 243 141 128 195 78 66 215 61 156 180  fade=: 0 0 0 10 _15 6&p. ImprovedNoise=:3 :0  'XYZ xyz'=. |:256 1 #:y  uvw=. fade xyz  hash=. 0 1+/(+ p{~0 1+/])/|. XYZ   t1=.                 (grad(p{~BB+1),(x-1),(y-1),z-1)  t2=.         (lerp u,(grad(p{~AB+1), x,   (y-1),z-1),t1)  t3=.                 (grad(p{~BA+1),(x-1), y,   z-1)  t4=. (lerp v,(lerp u,(grad(p{~AA+1), x,    y,   z-1),t3),t2)  t5=.                 (grad(p{~BB),  (x-1),(y-1),z)  t6=.         (lerp u,(grad(p{~AB),   x,   (y-1),z),  t5)  t7=.                 (grad(p{~BA),  (x-1), y,   z)  (lerp w,(lerp v,(lerp u,(grad(p{~AA),x,    y,   z),  t7),t6),t4)) `

And this gives us our desired result:

`   ImprovedNoise 3.14 42 70.13692`

Or, asking to see 20 digits after the decimal point:

`    22j20": ImprovedNoise 3.14 42 70.13691995878400012000`

### Simplified Expression

It's tempting, though, to express this more concisely. We are limited, there, by some of the arbitrary choices in the algorithm, but we can still exploit regularities in its structure:

`p=:,~ 151 160 137 91 90 15 131 13 201 95 96 53 194 233 7 225 140 36 103 30 69 142 8 99 37 240 21 10 23 190 6 148 247 120 234 75 0 26 197 62 94 252 219 203 117 35 11 32 57 177 33 88 237 149 56 87 174 20 125 136 171 168 68 175 74 165 71 134 139 48 27 166 77 146 158 231 83 111 229 122 60 211 133 230 220 105 92 41 55 46 245 40 244 102 143 54 65 25 63 161 1 216 80 73 209 76 132 187 208 89 18 169 200 196 135 130 116 188 159 86 164 100 109 198 173 186 3 64 52 217 226 250 124 123 5 202 38 147 118 126 255 82 85 212 207 206 59 227 47 16 58 17 182 189 28 42 223 183 170 213 119 248 152 2 44 154 163 70 221 153 101 155 167 43 172 9 129 22 39 253 19 98 108 110 79 113 224 232 178 185 112 104 218 246 97 228 251 34 242 193 238 210 144 12 191 179 162 241 81 51 145 235 249 14 239 107 49 192 214 31 181 199 106 157 184 84 204 176 115 121 50 45 127 4 150 254 138 236 205 93 222 114 67 29 24 72 243 141 128 195 78 66 215 61 156 180  fade=: 0 0 0 10 _15 6&p. grad=:4 :0  dir=. (16|x){_1+3 3 3#:25 7 19 1 23 5 21 3 17 11 15 9 25 11 7 9  dir+/ .*"1 y) lerp=:4 :0  'a b'=. y  a + x * (b - a)) ImprovedNoise=:3 :0  'XYZ xyz'=. |:256 1 #:y  uvw=. fade xyz  hash=. p{~0 1+/(+ p{~0 1+/])/|. XYZ  g=. hash grad xyz-"1|."1#:i.\$hash  u=. (0{uvw) lerp"1 g  v=. (1{uvw) lerp"1 u  w=. (2{uvw) lerp"1 v)`

And we can see that there's no difference in this result:

`   0.13691995878400012 - ImprovedNoise 3.14 42 70`

It's probably possible to simplify this further.

## Java

The original code from Perlin was originally published in java.

`// JAVA REFERENCE IMPLEMENTATION OF IMPROVED NOISE - COPYRIGHT 2002 KEN PERLIN. public final class ImprovedNoise {   static public double noise(double x, double y, double z) {      int X = (int)Math.floor(x) & 255,                  // FIND UNIT CUBE THAT          Y = (int)Math.floor(y) & 255,                  // CONTAINS POINT.          Z = (int)Math.floor(z) & 255;      x -= Math.floor(x);                                // FIND RELATIVE X,Y,Z      y -= Math.floor(y);                                // OF POINT IN CUBE.      z -= Math.floor(z);      double u = fade(x),                                // COMPUTE FADE CURVES             v = fade(y),                                // FOR EACH OF X,Y,Z.             w = fade(z);      int A = p[X  ]+Y, AA = p[A]+Z, AB = p[A+1]+Z,      // HASH COORDINATES OF          B = p[X+1]+Y, BA = p[B]+Z, BB = p[B+1]+Z;      // THE 8 CUBE CORNERS,       return lerp(w, lerp(v, lerp(u, grad(p[AA  ], x  , y  , z   ),  // AND ADD                                     grad(p[BA  ], x-1, y  , z   )), // BLENDED                             lerp(u, grad(p[AB  ], x  , y-1, z   ),  // RESULTS                                     grad(p[BB  ], x-1, y-1, z   ))),// FROM  8                     lerp(v, lerp(u, grad(p[AA+1], x  , y  , z-1 ),  // CORNERS                                     grad(p[BA+1], x-1, y  , z-1 )), // OF CUBE                             lerp(u, grad(p[AB+1], x  , y-1, z-1 ),                                     grad(p[BB+1], x-1, y-1, z-1 ))));   }   static double fade(double t) { return t * t * t * (t * (t * 6 - 15) + 10); }   static double lerp(double t, double a, double b) { return a + t * (b - a); }   static double grad(int hash, double x, double y, double z) {      int h = hash & 15;                      // CONVERT LO 4 BITS OF HASH CODE      double u = h<8 ? x : y,                 // INTO 12 GRADIENT DIRECTIONS.             v = h<4 ? y : h==12||h==14 ? x : z;      return ((h&1) == 0 ? u : -u) + ((h&2) == 0 ? v : -v);   }   static final int p[] = new int[512], permutation[] = { 151,160,137,91,90,15,   131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,   190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,   88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,   77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,   102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,   135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,   5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,   223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,   129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,   251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,   49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,   138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180   };   static { for (int i=0; i < 256 ; i++) p[256+i] = p[i] = permutation[i]; }}`

## Kotlin

Translation of: Java
`// version 1.1.3 object Perlin {     private val permutation = intArrayOf(        151, 160, 137,  91,  90,  15, 131,  13, 201,  95,  96,  53, 194, 233,   7, 225,        140,  36, 103,  30,  69, 142,   8,  99,  37, 240,  21,  10,  23, 190,   6, 148,        247, 120, 234,  75,   0,  26, 197,  62,  94, 252, 219, 203, 117,  35,  11,  32,         57, 177,  33,  88, 237, 149,  56,  87, 174,  20, 125, 136, 171, 168,  68, 175,           74, 165,  71, 134, 139,  48,  27, 166,  77, 146, 158, 231,  83, 111, 229, 122,         60, 211, 133, 230, 220, 105,  92,  41,  55,  46, 245,  40, 244, 102, 143,  54,         65,  25,  63, 161,   1, 216,  80,  73, 209,  76, 132, 187, 208,  89,  18, 169,        200, 196, 135, 130, 116, 188, 159,  86, 164, 100, 109, 198, 173, 186,   3,  64,         52, 217, 226, 250, 124, 123,   5, 202,  38, 147, 118, 126, 255,  82,  85, 212,        207, 206,  59, 227,  47,  16,  58,  17, 182, 189,  28,  42, 223, 183, 170, 213,        119, 248, 152,   2,  44, 154, 163,  70, 221, 153, 101, 155, 167,  43, 172,   9,        129,  22,  39, 253,  19,  98, 108, 110,  79, 113, 224, 232, 178, 185, 112, 104,        218, 246,  97, 228, 251,  34, 242, 193, 238, 210, 144,  12, 191, 179, 162, 241,         81,  51, 145, 235, 249,  14, 239, 107,  49, 192, 214,  31, 181, 199, 106, 157,        184,  84, 204, 176, 115, 121,  50,  45, 127,   4, 150, 254, 138, 236, 205,  93,        222, 114,  67,  29,  24,  72, 243, 141, 128, 195,  78,  66, 215,  61, 156, 180    )     private val p = IntArray(512) {         if (it < 256) permutation[it] else permutation[it - 256]     }     fun noise(x: Double, y: Double, z: Double): Double {        // Find unit cube that contains point        val xi = Math.floor(x).toInt() and 255        val yi = Math.floor(y).toInt() and 255        val zi = Math.floor(z).toInt() and 255         // Find relative x, y, z of point in cube        val xx = x - Math.floor(x)        val yy = y - Math.floor(y)        val zz = z - Math.floor(z)                 // Compute fade curves for each of xx, yy, zz        val u = fade(xx)        val v = fade(yy)        val w = fade(zz)         // Hash co-ordinates of the 8 cube corners         // and add blended results from 8 corners of cube         val a  = p[xi] + yi        val aa = p[a] + zi        val ab = p[a + 1] + zi        val b  = p[xi + 1] + yi        val ba = p[b] + zi        val bb = p[b + 1] + zi         return lerp(w, lerp(v, lerp(u, grad(p[aa], xx, yy, zz),                                       grad(p[ba], xx - 1, yy, zz)),                               lerp(u, grad(p[ab], xx, yy - 1, zz),                                       grad(p[bb], xx - 1, yy - 1, zz))),                       lerp(v, lerp(u, grad(p[aa + 1], xx, yy, zz - 1),                                       grad(p[ba + 1], xx - 1, yy, zz - 1)),                               lerp(u, grad(p[ab + 1], xx, yy - 1, zz - 1),                                       grad(p[bb + 1], xx - 1, yy - 1, zz - 1))))    }     private fun fade(t: Double) = t * t * t * (t * (t * 6 - 15) + 10)     private fun lerp(t: Double, a: Double, b: Double) = a + t * (b - a)      private fun grad(hash: Int, x: Double, y: Double, z: Double): Double {        // Convert low 4 bits of hash code into 12 gradient directions        val h = hash and 15          val u = if (h < 8) x else y        val v = if (h < 4) y else if (h == 12 || h == 14) x else z        return (if ((h and 1) == 0) u else -u) +                  (if ((h and 2) == 0) v else -v)    } } fun main(args: Array<String>) {    println(Perlin.noise(3.14, 42.0, 7.0))}`
Output:
```0.13691995878400012
```

## Perl

Translation of: Java
`use strict;use warnings; use constant permutation => qw{151 160 137 91 90 15 131 13 201 95 96 53 194 233 7 225 140 36 103 30 69 142 899 37 240 21 10 23 190 6 148 247 120 234 75 0 26 197 62 94 252 219 203 117 3511 32 57 177 33 88 237 149 56 87 174 20 125 136 171 168 68 175 74 165 71 134139 48 27 166 77 146 158 231 83 111 229 122 60 211 133 230 220 105 92 41 55 46245 40 244 102 143 54 65 25 63 161 1 216 80 73 209 76 132 187 208 89 18 169 200196 135 130 116 188 159 86 164 100 109 198 173 186 3 64 52 217 226 250 124 1235 202 38 147 118 126 255 82 85 212 207 206 59 227 47 16 58 17 182 189 28 42 223183 170 213 119 248 152 2 44 154 163 70 221 153 101 155 167 43 172 9 129 22 39253 19 98 108 110 79 113 224 232 178 185 112 104 218 246 97 228 251 34 242 193238 210 144 12 191 179 162 241 81 51 145 235 249 14 239 107 49 192 214 31 181199 106 157 184 84 204 176 115 121 50 45 127 4 150 254 138 236 205 93 222 11467 29 24 72 243 141 128 195 78 66 215 61 156 180};use constant p => (permutation, permutation); sub floor {    my \$x = shift;    my \$xi = int(\$x);    return \$x < \$xi ? \$xi - 1 : \$xi;} sub fade { \$_ = shift; \$_ * \$_ * \$_ * (\$_ * (\$_ * 6 - 15) + 10) }sub lerp { \$_[1] + \$_[0] * (\$_[2] - \$_[1]) }sub grad {    my (\$h, \$x, \$y, \$z) = @_[0..3];    \$h &= 15;    my \$u = \$h < 8 ? \$x : \$y;    my \$v = \$h < 4 ? \$y :    \$h == 12 || \$h == 14 ? \$x : \$z;    return ((\$h & 1) == 0 ? \$u : -\$u) + ((\$h & 2) == 0 ? \$v : -\$v);} sub noise {    my (\$X, \$Y, \$Z) = map { floor(\$_) & 255 }    my (\$x, \$y, \$z) = @_[0,1,2];    my (\$u, \$v, \$w) = map { fade(\$_) }    \$x -= \$X, \$y -= \$Y, \$z -= \$Z;    my \$A = (p)[\$X] + \$Y;    my (\$AA, \$AB) = ( (p)[\$A] + \$Z, (p)[\$A + 1] + \$Z );    my \$B = (p)[\$X + 1] + \$Y;    my (\$BA, \$BB) = ( (p)[\$B] + \$Z, (p)[\$B + 1] + \$Z );       lerp(\$w, lerp(\$v, lerp(\$u,		grad( (p)[\$AA],     \$x, \$y, \$z ),  		grad( (p)[\$BA], \$x - 1, \$y, \$z )	    ),	    lerp(\$u,		grad( (p)[\$AB],     \$x, \$y - 1, \$z ),		grad( (p)[\$BB], \$x - 1, \$y - 1, \$z )	    )	),	lerp(\$v, lerp(\$u, grad((p)[\$AA + 1], \$x, \$y, \$z - 1 ),		grad((p)[\$BA + 1], \$x - 1, \$y, \$z - 1 )),	    lerp(\$u, grad((p)[\$AB + 1], \$x, \$y - 1, \$z - 1 ),		grad((p)[\$BB + 1], \$x - 1, \$y - 1, \$z - 1 ))	)    );} print noise 3.14, 42, 7;`
Output:
`0.136919958784`

## Perl 6

Translation of: Java
`constant @p = map {:36(\$_)}, flat <47 4G 3T 2J 2I F 3N D 5L 2N 2O 1H 5E 6H 7 69 3W 10 2V U 1X 3Y 8 2R 11 6O L A N5A 6 44 6V 3C 6I 23 0 Q 5H 1Q 2M 70 63 5N 39 Z B W 1L 4X X 2G 6L 45 1K 2F 4U K3H 3S 4R 4O 1W 4V 22 4L 1Z 3Q 3V 1C R 4M 25 42 4E 6F 2B 33 6D 3E 1O 5V 3P 6E 642X 2K 15 1J 1A 6T 14 6S 2U 3Z 1I 1T P 1R 4H 1 60 28 21 5T 24 3O 57 5S 2H I 4P5K 5G 3R 3M 38 58 4F 2E 4K 2S 31 5I 4T 56 3 1S 1G 61 6A 6Y 3G 3F 5 5M 12 43 3A3I 73 2A 2D 5W 5R 5Q 1N 6B 1B G 1M H 52 59 S 16 67 53 4Q 5X 3B 6W 48 2 18 4A 4J1Y 65 49 2T 4B 4N 17 4S 9 3L M 13 71 J 2Q 30 32 27 35 68 6G 4Y 55 34 2W 62 6U2P 6C 6Z Y 6Q 5D 6M 5U 40 C 5B 4Z 4I 6P 29 1F 41 6J 6X E 6N 2Z 1D 5C 5Y V 51 5J2Y 4D 54 2C 5O 4W 37 3D 1E 19 3J 4 46 72 3U 6K 5P 2L 66 36 1V T O 20 6R 3X 3K5F 26 1U 5Z 1P 4C 50> xx 2; sub fade(\$_) { \$_ * \$_ * \$_ * (\$_ * (\$_ * 6 - 15) + 10) }sub lerp(\$t, \$a, \$b) { \$a + \$t * (\$b - \$a) }sub grad(\$h is copy, \$x, \$y, \$z) {    \$h +&= 15;    my \$u = \$h < 8 ?? \$x !! \$y;    my \$v = \$h < 4 ?? \$y !! \$h == 12|14 ?? \$x !! \$z;    (\$h +& 1 ?? -\$u !! \$u) + (\$h +& 2 ?? -\$v !! \$v);} sub noise(\$x is copy, \$y is copy, \$z is copy) is export {    my (\$X, \$Y, \$Z) = (\$x, \$y, \$z)».floor »+&» 255;    my (\$u, \$v, \$w) = map &fade, \$x -= \$X, \$y -= \$Y, \$z -= \$Z;    my (\$AA, \$AB) = @p[\$_] + \$Z, @p[\$_ + 1] + \$Z given @p[\$X] + \$Y;    my (\$BA, \$BB) = @p[\$_] + \$Z, @p[\$_ + 1] + \$Z given @p[\$X + 1] + \$Y;    lerp(\$w, lerp(\$v, lerp(\$u, grad(@p[\$AA    ], \$x    , \$y    , \$z     ),                                 grad(@p[\$BA    ], \$x - 1, \$y    , \$z     )),                       lerp(\$u, grad(@p[\$AB    ], \$x    , \$y - 1, \$z     ),                                 grad(@p[\$BB    ], \$x - 1, \$y - 1, \$z     ))),             lerp(\$v, lerp(\$u, grad(@p[\$AA + 1], \$x    , \$y    , \$z - 1 ),                                 grad(@p[\$BA + 1], \$x - 1, \$y    , \$z - 1 )),                       lerp(\$u, grad(@p[\$AB + 1], \$x    , \$y - 1, \$z - 1 ),                               grad(@p[\$BB + 1], \$x - 1, \$y - 1, \$z - 1 ))));} say noise 3.14, 42, 7;`
Output:
`0.13691995878`

## Python

Translation of: Java
`def perlin_noise(x, y, z):    X = int(x) & 255                  # FIND UNIT CUBE THAT    Y = int(y) & 255                  # CONTAINS POINT.    Z = int(z) & 255    x -= int(x)                                # FIND RELATIVE X,Y,Z    y -= int(y)                                # OF POINT IN CUBE.    z -= int(z)    u = fade(x)                                # COMPUTE FADE CURVES    v = fade(y)                                # FOR EACH OF X,Y,Z.    w = fade(z)    A = p[X  ]+Y; AA = p[A]+Z; AB = p[A+1]+Z      # HASH COORDINATES OF    B = p[X+1]+Y; BA = p[B]+Z; BB = p[B+1]+Z      # THE 8 CUBE CORNERS,     return lerp(w, lerp(v, lerp(u, grad(p[AA  ], x  , y  , z   ),  # AND ADD                                   grad(p[BA  ], x-1, y  , z   )), # BLENDED                           lerp(u, grad(p[AB  ], x  , y-1, z   ),  # RESULTS                                   grad(p[BB  ], x-1, y-1, z   ))),# FROM  8                   lerp(v, lerp(u, grad(p[AA+1], x  , y  , z-1 ),  # CORNERS                                   grad(p[BA+1], x-1, y  , z-1 )), # OF CUBE                           lerp(u, grad(p[AB+1], x  , y-1, z-1 ),                                   grad(p[BB+1], x-1, y-1, z-1 )))) def fade(t):     return t ** 3 * (t * (t * 6 - 15) + 10) def lerp(t, a, b):    return a + t * (b - a) def grad(hash, x, y, z):    h = hash & 15                      # CONVERT LO 4 BITS OF HASH CODE    u = x if h<8 else y                # INTO 12 GRADIENT DIRECTIONS.    v = y if h<4 else (x if h in (12, 14) else z)    return (u if (h&1) == 0 else -u) + (v if (h&2) == 0 else -v) p = [None] * 512permutation = [151,160,137,91,90,15,   131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,   190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,   88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,   77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,   102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,   135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,   5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,   223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,   129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,   251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,   49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,   138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180]for i in range(256):    p[256+i] = p[i] = permutation[i] if __name__ == '__main__':    print("%1.17f" % perlin_noise(3.14, 42, 7))`
Output:
`0.13691995878400012`

## Racket

Translation of: Java
-- because we were asked to
`#lang racket(define (floor-to-255 x)  (bitwise-and (exact-floor x) #xFF)) (define (fade t)  (* t t t (+ 10 (* t (- (* t 6) 15))))) (define (lerp t a b)  (+ a (* t (- b a)))) ;; CONVERT LO 4 BITS OF HASH CODE INTO 12 GRADIENT DIRECTIONS.(define (grad hsh x y z)  (define h (bitwise-and hsh #x0F))  (define u (if (< h 8) x y))  (define v (cond [(< h 4) y] [(or (= h 12) (= h 14)) x] [else z]))  (+ (if (bitwise-bit-set? h 0) (- u) u) (if (bitwise-bit-set? h 1) (- v) v))) (define permutation  (vector   151 160 137 91 90 15 131 13 201 95 96 53 194 233 7 225 140 36 103 30 69 142 8 99 37 240 21 10 23   190 6 148 247 120 234 75 0 26 197 62 94 252 219 203 117 35 11 32 57 177 33 88 237 149 56 87 174 20   125 136 171 168 68 175 74 165 71 134 139 48 27 166 77 146 158 231 83 111 229 122 60 211 133 230 220   105 92 41 55 46 245 40 244 102 143 54 65 25 63 161 1 216 80 73 209 76 132 187 208 89 18 169 200 196   135 130 116 188 159 86 164 100 109 198 173 186 3 64 52 217 226 250 124 123 5 202 38 147 118 126 255   82 85 212 207 206 59 227 47 16 58 17 182 189 28 42 223 183 170 213 119 248 152 2 44 154 163 70 221   153 101 155 167 43 172 9 129 22 39 253 19 98 108 110 79 113 224 232 178 185 112 104 218 246 97 228   251 34 242 193 238 210 144 12 191 179 162 241 81 51 145 235 249 14 239 107 49 192 214 31 181 199   106 157 184 84 204 176 115 121 50 45 127 4 150 254 138 236 205 93 222 114 67 29 24 72 243 141 128   195 78 66 215 61 156 180)) (define p (make-vector 512))(for ((offset (in-list '(0 256))))  (vector-copy! p offset permutation)) (define-syntax-rule (p-ref n)  (vector-ref p n)) (define (noise x y z)  (let*      (       ;; FIND UNIT CUBE THAT CONTAINS POINT.       (X (floor-to-255 x))       (Y (floor-to-255 y))       (Z (floor-to-255 z))       ; FIND RELATIVE X,Y,Z OF POINT IN CUBE.       (x (- x (floor x)))       (y (- y (floor y)))       (z (- z (floor z)))       ;; COMPUTE FADE CURVES FOR EACH OF X,Y,Z.       (u (fade x))       (v (fade y))       (w (fade z))       ;; HASH COORDINATES OF THE 8 CUBE CORNERS...       (A  (+ (p-ref X) Y))       (AA (+ (p-ref A) Z))       (AB (+ (p-ref (add1 A)) Z))       (B  (+ (p-ref (add1 X)) Y))       (BA (+ (p-ref B) Z))       (BB (+ (p-ref (add1 B)) Z)))    ;; .. AND ADD BLENDED RESULTS FROM 8 CORNERS OF CUBE    (lerp     w     (lerp      v (lerp u (grad (p-ref AA) x y z) (grad (p-ref BA) (sub1 x) y z))      (lerp u (grad (p-ref AB) x (sub1 y) z) (grad (p-ref BB) (sub1 x) (sub1 y) z)))     (lerp      v      (lerp u (grad (p-ref (add1 AA)) x y (sub1 z)) (grad (p-ref (add1 BA)) (sub1 x) y (sub1 z)))      (lerp u (grad (vector-ref p (add1 AB)) x (sub1 y) (sub1 z))            (grad (vector-ref p (add1 BB)) (sub1 x) (sub1 y) (sub1 z))))))) (module+ test  (noise 3.14 42 7))`
Output:
`0.13691995878400012`

## REXX

Translation of: Go

Programming note:   the REXX operator   //   is the remainder for division   (not modulus),   so the absolute value of the
remainder is used for this task.

The original decimal (data) table was compressed into a single hexadecimal value (without spaces).

`/*REXX program  implements a   Perlin noise algorithm   of a  point  in  3D─space.      */_='97a0895b5a0f830dc95f6035c2e907e18c24671e458e086325f0150a17be0694f778ea4b001ac53e5efcdbcb75230b2039b12158ed953857ae147d88aba844af',||'4aa547868b301ba64d929ee7536fe57a3cd385e6dc695c29372ef528f4668f3641193fa101d85049d14c84bbd05912a9c8c4878274bc9f56a4646dc6adba0340',||'34d9e2fa7c7b05ca2693767eff5255d4cfce3be32f103a11b6bd1c2adfb7aad577f898022c9aa346dd99659ba72bac09811627fd13626c6e4f71e0e8b2b97068',||'daf661e4fb22f2c1eed2900cbfb3a2f1513391ebf90eef6b31c0d61fb5c76a9db854ccb07379322d7f0496fe8aeccd5dde72431d1848f38d80c34e42d73d9cb4'      do j=0  for length(_)%2;  @.j=x2d(substr(_,2*j+1,2)); end  /*assign indexed array.*/parse arg x y z d .                              /*obtain optional arguments from the CL*/if x=='' | x==","  then x=  3.14                 /*Not specified?  Then use the default.*/if y=='' | y==","  then y= 42                    /* "      "         "   "   "     "    */if z=='' | z==","  then z=  7                    /* "      "         "   "   "     "    */if d=='' | d==","  then d=100                    /* "      "         "   "   "     "    */numeric digits d                                 /*use  D  decimal digits for precision.*/say 'Perlin noise for the 3D point  ['space(x y z, 3)"]  ───► "      PerlinNoise(x, y, z)exit                                             /*stick a fork in it,  we're all done. *//*──────────────────────────────────────────────────────────────────────────────────────*/fade:  procedure; parse arg t;               return  t**3 * (t * (t * 6 - 15)  +  10)floor: procedure; parse arg x;       _=x%1;  return  _  -   (x < 0)   *   (x \= _)lerp:  procedure; parse arg t,a,b;           return  a  +    t * (b - a)pick:  _=abs( arg(1) ) // 256;               return  @._/*──────────────────────────────────────────────────────────────────────────────────────*/grad:  procedure; parse arg hash,x,y,z;  _=abs(hash) // 16   /*force positive remainder.*/             select             when _== 0 | _==12  then return  x+y;    when _== 1 | _==14  then return  y-x             when _== 2          then return  x-y;    when _== 3          then return -x-y             when _== 4          then return  x+z;    when _== 5          then return  z-x             when _== 6          then return  x-z;    when _== 7          then return -x-z             when _== 8          then return  y+z;    when _== 9 | _==13  then return  z-y             when _==10          then return  y-z             otherwise           return -y-z                 /*for cases   11  or  15.  */             end   /*select*//*──────────────────────────────────────────────────────────────────────────────────────*/PerlinNoise: procedure expose @.;     parse arg x,y,z             x\$= floor(x) // 256;     x = x - floor(x);    xm=x-1;      u= fade(x)             y\$= floor(y) // 256;     y = y - floor(y);    ym=y-1;      v= fade(y)             z\$= floor(z) // 256;     z = z - floor(z);    zm=z-1;      w= fade(z)             a = pick(x\$   ) + y\$;    aa= pick(a) + z\$;                ab= pick(a +1) + z\$             b = pick(x\$ +1) + y\$;    ba= pick(b) + z\$;                bb= pick(b +1) + z\$             return lerp(w, lerp(v, lerp(u,  grad(  pick(aa  ),   x ,    y ,   z   ),    ,                                             grad(  pick(ba  ),   xm,    y ,   z   )),   ,                                    lerp(u,  grad(  pick(ab  ),   x ,    ym,   z   ),    ,                                             grad(  pick(bb  ),   xm,    ym,   z   ))),  ,                            lerp(v, lerp(u,  grad(  pick(aa+1),   x ,    y ,   zm  ),    ,                                             grad(  pick(ba+1),   xm,    y ,   zm  )),   ,                                    lerp(u,  grad(  pick(ab+1),   x ,    ym,   zm  ),    ,                                             grad(  pick(bb+1),   xm,    ym,   zm  )))) /1`

output   when using the default inputs:

(Note that REXX uses   decimal   floating point,   not binary.)

```Perlin noise for the 3D point  [3.14   42   7]  ───►  0.136919958784
```

## Sidef

Translation of: Perl 6
`const p = (%w'47 4G 3T 2J 2I F 3N D 5L 2N 2O 1H 5E 6H 7 69 3W 10 2V U 1X 3Y 82R 11 6O L A N 5A 6 44 6V 3C 6I 23 0 Q 5H 1Q 2M 70 63 5N 39 Z B W 1L 4X X 2G6L 45 1K 2F 4U K 3H 3S 4R 4O 1W 4V 22 4L 1Z 3Q 3V 1C R 4M 25 42 4E 6F 2B 33 6D3E 1O 5V 3P 6E 64 2X 2K 15 1J 1A 6T 14 6S 2U 3Z 1I 1T P 1R 4H 1 60 28 21 5T 243O 57 5S 2H I 4P 5K 5G 3R 3M 38 58 4F 2E 4K 2S 31 5I 4T 56 3 1S 1G 61 6A 6Y 3G3F 5 5M 12 43 3A 3I 73 2A 2D 5W 5R 5Q 1N 6B 1B G 1M H 52 59 S 16 67 53 4Q 5X3B 6W 48 2 18 4A 4J 1Y 65 49 2T 4B 4N 17 4S 9 3L M 13 71 J 2Q 30 32 27 35 686G 4Y 55 34 2W 62 6U 2P 6C 6Z Y 6Q 5D 6M 5U 40 C 5B 4Z 4I 6P 29 1F 41 6J 6X E6N 2Z 1D 5C 5Y V 51 5J 2Y 4D 54 2C 5O 4W 37 3D 1E 19 3J 4 46 72 3U 6K 5P 2L 6636 1V T O 20 6R 3X 3K 5F 26 1U 5Z 1P 4C 50' * 2 -> map {|n| Num(n, 36) }) func fade(n) { n * n * n * (n * (n * 6 - 15) + 10) }func lerp(t, a, b) { a + t*(b-a) } func grad(h, x, y, z) {    h &= 15    var u = (h < 8 ? x : y)    var v = (h < 4 ? y : (h ~~ [12,14] ? x : z))    (h&1 ? -u : u) + (h&2 ? -v : v)} func noise(x, y, z) {    var(X, Y, Z) = [x, y, z].map { .floor & 255 }...    var (u, v, w) = [x-=X, y-=Y, z-=Z].map { fade(_) }...    var (AA, AB) = with(p[X]   + Y) {|i| (p[i] + Z, p[i+1] + Z) }    var (BA, BB) = with(p[X+1] + Y) {|i| (p[i] + Z, p[i+1] + Z) }    lerp(w, lerp(v, lerp(u, grad(p[AA  ], x  , y  , z  ),                            grad(p[BA  ], x-1, y  , z  )),                    lerp(u, grad(p[AB  ], x  , y-1, z  ),                            grad(p[BB  ], x-1, y-1, z  ))),            lerp(v, lerp(u, grad(p[AA+1], x  , y  , z-1),                            grad(p[BA+1], x-1, y  , z-1)),                    lerp(u, grad(p[AB+1], x  , y-1, z-1),                            grad(p[BB+1], x-1, y-1, z-1))))} say noise(3.14, 42, 7)`
Output:
```0.136919958784
```

## Tcl

Works with: Tcl version 8.6
`namespace eval perlin {    proc noise {x y z} {	# Find unit cube that contains point.	set X [expr {int(floor(\$x)) & 255}]	set Y [expr {int(floor(\$y)) & 255}]	set Z [expr {int(floor(\$z)) & 255}] 	# Find relative x,y,z of point in cube.	set x [expr {\$x - floor(\$x)}]	set y [expr {\$y - floor(\$y)}]	set z [expr {\$z - floor(\$z)}] 	# Compute fade curves for each of x,y,z.	set u [expr {fade(\$x)}]	set v [expr {fade(\$y)}]	set w [expr {fade(\$z)}] 	# Hash coordinates of the 8 cube corners...	variable p	set A  [expr {p(\$X)   + \$Y}]	set AA [expr {p(\$A)   + \$Z}]	set AB [expr {p(\$A+1) + \$Z}]	set B  [expr {p(\$X+1) + \$Y}]	set BA [expr {p(\$B)   + \$Z}]	set BB [expr {p(\$B+1) + \$Z}] 	# And add blended results from 8 corners of cube	return [expr {	    lerp(\$w, lerp(\$v, lerp(\$u, grad(p(\$AA),   \$x,   \$y,   \$z ),				       grad(p(\$BA),   \$x-1, \$y,   \$z )),			      lerp(\$u, grad(p(\$AB),   \$x,   \$y-1, \$z ),				       grad(p(\$BB),   \$x-1, \$y-1, \$z ))),		     lerp(\$v, lerp(\$u, grad(p(\$AA+1), \$x,   \$y,   \$z-1 ),				       grad(p(\$BA+1), \$x-1, \$y,   \$z-1 )),			      lerp(\$u, grad(p(\$AB+1), \$x,   \$y-1, \$z-1 ),				       grad(p(\$BB+1), \$x-1, \$y-1, \$z-1 ))))	}]    }     namespace eval tcl::mathfunc {	proc p    {idx}   {lindex \$::perlin::permutation \$idx}	proc fade {t}     {expr { \$t**3 * (\$t * (\$t * 6 - 15) + 10) }}	proc lerp {t a b} {expr { \$a + \$t * (\$b - \$a) }}	proc grad {hash x y z} {	    # Convert low 4 bits of hash code into 12 gradient directions	    set h [expr { \$hash & 15 }]	    set u [expr { \$h<8 ? \$x : \$y }]	    set v [expr { \$h<4 ? \$y : (\$h==12 || \$h==14) ? \$x : \$z }]	    expr { ((\$h&1)==0 ? \$u : -\$u) + ((\$h&2)==0 ? \$v : -\$v) }	}    }     apply {{} {	binary scan [binary format H* [join {	    97A0895B5A0F830DC95F6035C2E907E18C24671E458E086325F0150A17BE0694F7	    78EA4B001AC53E5EFCDBCB75230B2039B12158ED953857AE147D88ABA844AF4AA5            47868B301BA64D929EE7536FE57A3CD385E6DC695C29372EF528F4668F3641193F	    A101D85049D14C84BBD05912A9C8C4878274BC9F56A4646DC6ADBA034034D9E2FA            7C7B05CA2693767EFF5255D4CFCE3BE32F103A11B6BD1C2ADFB7AAD577F898022C	    9AA346DD99659BA72BAC09811627FD13626C6E4F71E0E8B2B97068DAF661E4FB22            F2C1EED2900CBFB3A2F1513391EBF90EEF6B31C0D61FB5C76A9DB854CCB0737932	    2D7F0496FE8AECCD5DDE72431D1848F38D80C34E42D73D9CB4	} ""]] cu* p	variable ::perlin::permutation [concat \$p \$p]    }}} puts [perlin::noise 3.14 42 7]`
Output:
```0.13691995878400012
```

## zkl

Translation of: Java
`class [static] ImprovedNoise{  // a container, not an object   fcn noise(xyz){ xyz=vm.arglist.apply("toFloat");      X,Y,Z:=	// FIND UNIT CUBE THAT CONTAINS POINT.         xyz.apply(fcn(x){ x.floor().toInt().bitAnd(255) });      xyz=      // FIND RELATIVE X,Y,Z OF POINT IN CUBE.         xyz.apply(fcn(x){ x - x.floor() });      u,v,w:= xyz.apply(fade);  // COMPUTE FADE CURVES FOR EACH OF X,Y,Z.      A,AA,AB:= p[X  ]+Y, p[A]+Z, p[A+1]+Z;      // HASH COORDINATES OF      B,BA,BB:= p[X+1]+Y, p[B]+Z, p[B+1]+Z;      // THE 8 CUBE CORNERS,      x,y,z:=xyz;      lerp(w, lerp(v, lerp(u, grad(p[AA  ], x  , y  , z   ),  // AND ADD                              grad(p[BA  ], x-1, y  , z   )), // BLENDED                      lerp(u, grad(p[AB  ], x  , y-1, z   ),  // RESULTS                              grad(p[BB  ], x-1, y-1, z   ))),// FROM  8              lerp(v, lerp(u, grad(p[AA+1], x  , y  , z-1 ),  // CORNERS                              grad(p[BA+1], x-1, y  , z-1 )), // OF CUBE                      lerp(u, grad(p[AB+1], x  , y-1, z-1 ),                              grad(p[BB+1], x-1, y-1, z-1 ))));   }   fcn [private] fade(t){ t*t*t*(t*(t*6 - 15) + 10) }   fcn [private] lerp(t,a,b){ a + t*(b - a) }   fcn [private] grad(hash,x,y,z){      h:=hash.bitAnd(15);		// CONVERT LO 4 BITS OF HASH CODE      u:=(if(h<8) x else y);		// INTO 12 GRADIENT DIRECTIONS.      v:=(if(h<4) y else ((h==12 or h==14) and x or z));      (if(h.isEven) u else -u) + (if(h.bitAnd(2)==0) v else -v)   }   var [const,private] permutation=Data(Void, 151,160,137,91,90,15,    131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,    190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,    88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,    77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,    102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,    135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,    5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,    223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,    129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,    251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,    49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,    138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180),    p=Data(Void,permutation,permutation);}`
`ImprovedNoise.noise(3.14, 42, 7).println();`
Output:
`0.13692`