fixing scroll

pull/65/head
Patricio Gonzalez Vivo 8 years ago
parent a38324d630
commit ed3d5e8d88

@ -4,7 +4,7 @@
In 1996, sixteen years after Perlin's Noise and five years before his Simplex Noise, [Steven Worley wrote a paper call “A Cellular Texture Basis Function”](http://www.rhythmiccanvas.com/research/papers/worley.pdf). In it he describes a procedural texturing technique now extensively use by the graphics community.
To learn understand the principles behind it we need to be confortable thinking in terms of distance fields and iterations.
To understand the principles behind it we need to start thinking in terms iterations.
### A distance field for some points
@ -128,7 +128,7 @@ on their medium. The classic algorithm that simulate this behavior is named afte
### Voronoi Algorithm
Constructing voronoi diagrams from cellular noise is less hard what it seams. We just need to *keep* some extra information about the precise point which is closer to the pixel. For that we are going to use a ```vec2``` call ```m_point```. By storing the position to the center of the closest point will be "keeping" and "unique" identifier of that point.
Constructing voronoi diagrams from cellular noise is less hard that what it seams. We just need to *keep* some extra information about the precise point which is closer to the pixel. For that we are going to use a ```vec2``` call ```m_point```. By storing the position to the center of the closest point will be "keeping" and "unique" identifier of that point.
```glsl
...
@ -157,6 +157,8 @@ Once you figurate out this algorithm think interesting and creative uses for it
In 2011, [Stefan Gustavson optimized Steven Worley's algorithm to GPU](http://webstaff.itn.liu.se/~stegu/GLSL-cellular/GLSL-cellular-notes.pdf) by only iterating trough a 2x2 matrix instead of 3x3. This reduce the work significantly but can create artifacts in form of discontinuities. Take a look to the following examples.
<div class="gallery" log="12/2d-cnoise-2x2,12/2d-cnoise-2x2x2,12/2d-cnoise,12/3d-cnoise"></div>
Later in 2012 [Inigo Quilez wrote an article on how to make precise voronoi borders](http://www.iquilezles.org/www/articles/voronoilines/voronoilines.htm).
<a href="../edit.html#12/2d-voronoi.frag"><img src="2d-voronoi-long.png" width="520px" height="200px"></img></a>

@ -99,12 +99,9 @@
echo '
</div>
<script>console.log();</script>
<hr>
<ul class="navigationBar" >
<li class="navigationBar" onclick="window.location.href=\'../\'"> Home </li>
</ul>';
include("../footer.php");
?>

@ -292,4 +292,5 @@ window.onload = function(){
styleCodeBlocks();
loadGlslElements();
captionizeImages();
window.scrollTo(0, 0);
};

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