Added notice also for the newly uploaded variants of noise
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README
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README
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@ -2,20 +2,24 @@ The wiki for this repository contains more information.
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Simplex noise functions are (C) Ashima Arts
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Classic noise functions are (C) Stefan Gustavson
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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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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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This work follows Stefan Gustavson's paper "Simplex noise demystified"
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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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http://www.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf
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without using any uniform arrays or texture engines.
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but without using any uniform arrays or texture engines.
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The resulting noise functions are fast and self contained,
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and their performance scales well with massive parallelism.
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While not quite as fast as Gustavson's original implementation
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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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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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Gustavson's implementation makes heavy use of a texture
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lookup table and is texture bandwidth limited.
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