Perlin noise: CPE 473 Final Project
Mark McLain
Project description
In this project I set out to create a procedurally generated texture using Perlin noise. The first step I did was to create
a 3d texture cube to hold textures. Having a 3d cube for the texture prevented warping issues from occurring. Each point on a 3d surface is
directly mapped into the texture. This is done using the normals after an intersection has occurred.
The first image shows a 2d checker pattern along the x-y axis. This pattern will only look good from this single orientation.
The second image shows a 3d checker pattern. Each pixel on the sphere is created by mapping the normal into the 3d texture cube. The 3d texture cube contains a 3d checker pattern.
The strange errors are caused when the double precision x,y,z intersection points are mapped to integer texture coordinates.
TODO
The actual Perlin noise algorithm still has to be implemented. Having the 3d texture cube and mapping in place will greatly aid this development.
Final Goal
The final goal is generate the 3d texture cube with Perlin noise and apply it to the sphere is the above mentioned mapping technique. Ken Perlin gives the following texture example.
This particular example used a modified version of Perlin noise with fractals.
References