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neoman

How to optimize ken perlin's noise?

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The last days I''ve been working on something like a "real-time texture generator" for my demo engine - as fancy effect I implemented the perlin noise, whose code I had found here: http://mrl.nyu.edu/~perlin/doc/oscar.html I used the noise functions over 3 dimensions, and that''s the result: http://www.chameleonik.com/private/perlin_noise.exe In this result I painted each 3rd pixel and filled the rest out with the actual pixel, because calculating the noise for each pixel was too slow on my computer in a resolution of 640x480 and also of 320x240 It''s a fractal 1/f |noise| ..., you can find it here: http://www.noisemachine.com/talk1/22.html So, someone has an idea how to optimize everything? Are there any documents/reference, perhaps also a MMX implementation? Bye, André

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Intel has a MMX implementation on thier dev site. Another possible optimization is running it on the graphics card with Pixel shaders...

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