Path: utzoo!utgpu!watmath!clyde!att!osu-cis!tut.cis.ohio-state.edu!bloom-beacon!apple!oliveb!sun!arabian!jamesa From: jamesa@arabian.Sun.COM (James D. Allen) Newsgroups: comp.graphics Subject: Re: Pixar's noise function Keywords: random numbers, Byte, elephants Message-ID: <97699@sun.Eng.Sun.COM> Date: 5 Apr 89 23:02:44 GMT References: <2553@ssc-vax.UUCP> <3599@pixar.UUCP> Sender: news@sun.Eng.Sun.COM Lines: 27 In article <3599@pixar.UUCP>, aaa@pixar.UUCP (Tony Apodaca) writes: > In article <2553@ssc-vax.UUCP> coy@ssc-vax.UUCP (Stephen B Coy) writes: > > Last night I saw the article in Byte about the Renderman > >standard. In the sample source code the displacement function, dent(), > >calls a function called noise()... > > ...My question: Does anyone out there know what this > >noise function really is? > > ... Conceptually, noise() > is a "stochastic three-dimensional function which is statistically > invariant under rotation and translation and has a narrow bandpass > limit in frequency" (paraphrased from [Perlin1985]). This means that > you put three-space points in, and you get values back which are basically > random. But if you put other nearby points in, you get values that are > very similar. The differences are still random, but the maximum rate of > change is controlled so that you can avoid aliasing. If you put a set > of points in from a different region of space, you will get values out > which have "the same amount" of randomness. Anyone willing to post a detailed description of such an algorithm? (Jon Buller posted one, but I couldn't figure it out: what is `Pts'?) > -- > UUCP: {sun,ucbvax}!pixar!aaa Tony Apodaca > ARPA,BITNET: aaa%pixar.uucp@sun.com Pixar, San Rafael, CA, USA -James Allen