2011-04-10 09:46:49 -07:00
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The wiki for this repository contains more information.
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2011-02-23 23:19:31 -08:00
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2016-05-13 08:57:24 -07:00
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Simplex noise functions are (C) Ashima Arts and Stefan Gustavson
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2011-04-03 08:30:50 -07:00
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Classic noise functions are (C) Stefan Gustavson
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2016-05-11 06:33:07 -07:00
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Cellular noise functions are (C) Stefan Gustavson
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The "psrdnoise" functions are (C) Stefan Gustavson
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2011-02-23 23:19:31 -08:00
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2011-04-03 08:30:50 -07:00
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Source code for the noise functions is released under the
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conditions of the MIT license. See the file LICENSE for details.
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2011-04-10 09:46:49 -07:00
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2016-05-11 06:33:07 -07:00
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The simplex noise functions follow Ken Perlin's original idea,
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more clearly explained in Stefan Gustavson's paper
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"Simplex noise demystified"
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2011-04-10 09:46:49 -07:00
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http://www.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf
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2016-05-11 06:33:07 -07:00
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but without using any uniform arrays or texture engines.
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2011-04-10 09:46:49 -07:00
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2016-05-11 06:33:07 -07:00
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Many other noise implementations make heavy use of a
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texture lookup table and are texture bandwidth limited.
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The noise functions in this library, however, are completely
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self contained with no dependency on external data.
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While not quite as fast as texture-based implementations
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2011-04-10 09:46:49 -07:00
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on typical current desktop GPUs, they are more scalable to
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massive parallelism and much more convenient to use, and
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they can make good use of unused ALU resources when run
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concurrently with a typical texture-intensive rendering.
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2016-05-13 08:57:24 -07:00
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2016-05-13: Ashima Arts now seems to be defunct as a company
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(their website and email addresses have ceased to function)
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so I cloned this repository to:
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https://github.com/stegu/webgl-noise/
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This site is heavily linked from all over the place on the
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Internet, so I (Stefan Gustavson) will keep updating both sites
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for the foreseeable future as the (apparently) sole maintainer.
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