Cellular Noise edits

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Joe Bowbeer 4 years ago committed by GitHub
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In 1996, sixteen years after Perlin's original Noise and five years before his Simplex Noise, [Steven Worley wrote a paper called “A Cellular Texture Basis Function”](http://www.rhythmiccanvas.com/research/papers/worley.pdf). In it, he describes a procedural texturing technique now extensively used by the graphics community.
To understand the principles behind it we need to start thinking in terms of **iterations**. Probably you know what that means: yes, start using ```for``` loops. There is only one catch with ```for``` loops in GLSL: the number we are checking against must be a constant (```const```). So, no dynamic loops - the number of iterations to do must be fixed.
To understand the principles behind it we need to start thinking in terms of **iterations**. Probably you know what that means: yes, start using ```for``` loops. There is only one catch with ```for``` loops in GLSL: the number we are checking against must be a constant (```const```). So, no dynamic loops - the number of iterations must be fixed.
Let's take a look at an example.
@ -45,7 +45,7 @@ In the above code, one of the points is assigned to the mouse position. Play wit
### Tiling and iteration
You probably notice that ```for``` loops and *arrays* are not very good friends with GLSL. Like we said before, loops don't accept dynamic limits on their exit condition. Also, iterating through a lot of instances reduces the performance of your shader significantly. That means we can't use this direct approach for large amounts on points. We need to find another strategy, one that takes advantage of the parallel processing architecture of the GPU.
You probably notice that ```for``` loops and *arrays* are not very good friends with GLSL. Like we said before, loops don't accept dynamic limits on their exit condition. Also, iterating through a lot of instances reduces the performance of your shader significantly. That means we can't use this direct approach for large amounts of points. We need to find another strategy, one that takes advantage of the parallel processing architecture of the GPU.
![](cell-01.png)
@ -100,7 +100,7 @@ Now, we can compute the position of the points on each one of the neighbors in o
...
```
The rest is all about calculating the distance to that point and store the closest one in a variable call ```m_dist``` (for minimum distance).
The rest is all about calculating the distance to that point and storing the closest one in a variable called ```m_dist``` (for minimum distance).
```glsl
...
@ -118,7 +118,7 @@ The above code is inspired by [this article by Inigo's Quilez](http://www.iquile
*"... it might be worth noting that there's a nice trick in this code above. Most implementations out there suffer from precision issues, because they generate their random points in "domain" space (like "world" or "object" space), which can be arbitrarily far from the origin. One can solve the issue moving all the code to higher precision data types, or by being a bit clever. My implementation does not generate the points in "domain" space, but in "cell" space: once the integer and fractional parts of the shading point are extracted and therefore the cell in which we are working identified, all we care about is what happens around this cell, meaning we can drop all the integer part of our coordinates away all together, saving many precision bits. In fact, in a regular voronoi implementation the integer parts of the point coordinates simply cancel out when the random per cell feature points are subtracted from the shading point. In the implementation above, we don't even let that cancelation happen, cause we are moving all the computations to "cell" space. This trick also allows one to handle the case where you want to voronoi-shade a whole planet - one could simply replace the input to be double precision, perform the floor() and fract() computations, and go floating point with the rest of the computations without paying the cost of changing the whole implementation to double precision. Of course, same trick applies to Perlin Noise patterns (but i've never seen it implemented nor documented anywhere)."*
Recapping: we subdivide the space in tiles; each pixel will calculate the distance to the point in their own tile and the surrounding 8 tiles; store the closest distance. The result is a distance field that looks like the following example:
Recapping: we subdivide the space into tiles; each pixel will calculate the distance to the point in their own tile and the surrounding 8 tiles; store the closest distance. The result is a distance field that looks like the following example:
<div class="codeAndCanvas" data="cellnoise-02.frag"></div>
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### Voronoi Algorithm
Constructing Voronoi diagrams from cellular noise is less hard that what it might seem. We just need to *keep* some extra information about the precise point which is closest to the pixel. For that we are going to use a ```vec2``` call ```m_point```. By storing the vector direction to the center of the closest point, instead of just the distance, we will be "keeping" a "unique" identifier of that point.
Constructing Voronoi diagrams from cellular noise is less hard than what it might seem. We just need to *keep* some extra information about the precise point which is closest to the pixel. For that we are going to use a ```vec2``` called ```m_point```. By storing the vector direction to the center of the closest point, instead of just the distance, we will be "keeping" a "unique" identifier of that point.
```glsl
...
@ -147,13 +147,13 @@ Constructing Voronoi diagrams from cellular noise is less hard that what it migh
...
```
Note that in the following code that we are not longer using ```min``` to calculate the closest distance, but a regular ```if``` statement. Why? Because we actually want to do something more every time a new closer point appears, namely store its position (lines 32 to 37).
Note that in the following code that we are no longer using ```min``` to calculate the closest distance, but a regular ```if``` statement. Why? Because we actually want to do something more every time a new closer point appears, namely store its position (lines 32 to 37).
<div class="codeAndCanvas" data="vorono-00.frag"></div>
Note how the color of the moving cell (bound to the mouse position) changes color according to its position. That's because the color is assigned using the value (position) of the closest point.
Like we did before, now is the time to scale this up, switching to [Steven Worley's paper approach](http://www.rhythmiccanvas.com/research/papers/worley.pdf). Try implementing it yourself. You can use the help of the following example by clicking on it. Note that Steven Worley's original approach uses a variable number of feature points for each tile, more than one in most tiles. In his software implementation in C, this is used to speed up the loop by making early exits. GLSL loops don't allow variable number of iterations, so you probably want to stick to one feature point per tile.
Like we did before, now is the time to scale this up, switching to [Steven Worley's paper's approach](http://www.rhythmiccanvas.com/research/papers/worley.pdf). Try implementing it yourself. You can use the help of the following example by clicking on it. Note that Steven Worley's original approach uses a variable number of feature points for each tile, more than one in most tiles. In his software implementation in C, this is used to speed up the loop by making early exits. GLSL loops don't allow variable number of iterations, so you probably want to stick to one feature point per tile.
<a href="../edit.php#12/vorono-01.frag"><canvas id="custom" class="canvas" data-fragment-url="vorono-01.frag" width="520px" height="200px"></canvas></a>

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