Perlin noise: Difference between revisions

Content added Content deleted
m (format link)
m (some precisions in the introduction)
Line 1: Line 1:
{{draft task}}
{{draft task}}


The '''[[wp:Perlin noise|Perlin noise]]''' is a kind of [[wp:gradient noise|gradient noise]] invented by [[wp:Ken Perlin|Ken Perlin]] around the end of the twentieth century. It is basically a [[random numbers|pseudo-random]] mapping of <math>\mathcal{R}</math> into <math>\mathcal{R}^d</math> with an integer <math>d</math> which can be arbitrary large but which is usually 2, 3 or 4.
The '''[[wp:Perlin noise|Perlin noise]]''' is a kind of [[wp:gradient noise|gradient noise]] invented by [[wp:Ken Perlin|Ken Perlin]] around the end of the twentieth century and still currently heavily used in [[wp:computer graphics|computer graphics]], most notably to proceduraly generate textures or heightmaps. The Perlin noise is basically a [[random numbers|pseudo-random]] mapping of <math>\mathcal{R}</math> into <math>\mathcal{R}^d</math> with an integer <math>d</math> which can be arbitrary large but which is usually 2, 3 or 4.


Either by using a dedicated library or by implementing the algorithm, show that the Perl 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.
Either by using a dedicated library or by implementing the algorithm, show that the Perl 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.