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Perlin
noise is *controlled*
noise with
configurable frequencies

Many effects in computer games are based on Perlin noise. Some examples include, but are not limited to

Sample heightmap generated using Terragen

Perlin noise sums this equation over several different octaves, which are powers of the frequency.

The complete equation is:

The result is a superposition of signals at different octaves:

- It is also computed using pseudo-random number generators
- It uses interpolation to band-limit frequencies of the noise
- It also allows octaves (i.e., powers of a given frequency), which are added to produce the final noise signal

Many effects in computer games are based on Perlin noise. Some examples include, but are not limited to

- 2D texture synthesis for rock, marble
- 2D heightmaps for terrain generation: mountains, valleys
- 3D animated textures: smoke, fire, clouds

Sample heightmap generated using Terragen

Perlin noise sums this equation over several different octaves, which are powers of the frequency.

The complete equation is:

- where
**i**is the octave (*N*total) **ai**scales the ith octave, controlling the amount of higher frequencies added**bi**controls the spacing (in frequency) between octaves

The result is a superposition of signals at different octaves:

High

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