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fbm
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12/README.md
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12/README.md
@ -30,11 +30,11 @@ y *= 0.1;
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Think on the surface of the ocean. This massive amount of water is propagating waves across it surface. Waves of diferent amplitud and frequencies.
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## 1D Fractal Brownian Motion
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## Fractal Brownian Motion
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By adding different octaves of the same noise function we can gain some extra granularity from the noise. Take a look to the following example and progresively change the for loop to do 2,3,4,5,6,7 and 8 iterations. See how incrisinly fragmented this wave function becomes.
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By adding different octaves of increasing frequencies and decreasing amplitudes of noise we can gain some extra granularity. This technique is call Fractal Brownian Motion and is very well documented in [this](http://www.iquilezles.org/www/articles/warp/warp.htm) [two](http://www.iquilezles.org/www/articles/morenoise/morenoise.htm) articles of Iñigo Quilez.
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"simple sum of perlin noise functions with increasing frequencies and decreasing amplitudes" Iq at http://www.iquilezles.org/www/articles/warp/warp.htm
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Take a look to the following example and progresively change the for loop to do 2,3,4,5,6,7 and 8 iterations. See how incrisinly fragmented this wave function becomes.
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<div class="simpleFunction" data="
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float a = 0.5;
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@ -44,9 +44,7 @@ for( int i = 0; i < 1; ++i) {
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a *= 0.5;
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}"></div>
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## 2D Fractal Brownian Motion
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This fine level of fragmentation is what we are interested. ...
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If we apply this to 2D will look like the following code:
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<div class="codeAndCanvas" data="2d-fbm.frag"></div>
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@ -56,8 +54,6 @@ http://www.iquilezles.org/www/articles/warp/warp.htm
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http://www.iquilezles.org/www/articles/morenoise/morenoise.htm
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http://www.iquilezles.org/www/articles/dynclouds/dynclouds.htm
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<div class="codeAndCanvas" data="clouds.frag"></div>
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