I'm not talking about crashing drums and screaming like a banshee. I'm talking pseudo-random continuous functions employed for a natural look to computer-generated objects. In my case I want to use it for generating terrain and I'm going the route that a vast number of programmers go and using Ken Perlin's noise. I had been to all the usual suspects - Ken Perlin's own tutorial
, Hugo Elias's often cited tutorial
and Matt Zucker's FAQ
- but still felt I was missing some small detail to my understanding. So I finally took the drastic step of reading Ken Perlin's Improving Noise SIGGRAPH 2002 paper
. What a breath of fresh air! Usually academic paper are written in as obscure language possible in order that the subject is sufficiently obfusticated to prevent understanding by the reader - presumably in a bid by the author to appear extra clever. In contrast Ken's paper read well, was clear yet concise and explained the subject well. Importantly it came across as a paper written so that the reader would understand the subject: just as an academic paper should be written, but so very rarely are.
So here is a screenshot of my 2D Perlin noise. Though you've undoubtedly seen it all before I'm pleased with the result. Maybe you'll take a moment to read Ken's paper.