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我最近一直在使用 perlin 噪声,在将其实现到我正在使用的瓦片引擎中时,我注意到 perlin 噪声函数产生了“块”,如下图所示。每个像素是从 perlin 噪声函数返回的 500 x 500 数组中的另一个不同位置。

在此示例中,持久性为 0.5,八度数为 5 在此处输入图像描述

当进一步玩它时,我拥有的八度音阶越多,块块就越大。

这是我用来调用 perlin 噪声函数的代码:

PerlinNoise p = new PerlinNoise();
//returns a float[][] array of 500 by 500
p.GeneratePerlinNoise(p.genWhiteNoise(500, 500), 5, (float) 0.1);

PerlinNoise 类

导入 java.util.Random;

public class PerlinNoise {
Random r;

public PerlinNoise() {
    r = new Random();
}

public void setSeed(long seed) {
    r.setSeed(seed);
}

public void printOutArray(float[][] arr) {
    for(int i = 0; i < arr.length; i++) {
        for(int n = 0; n < arr[0].length; n++) {
            System.out.print(arr[i][n] + ", "); 
        }
        System.out.print("\n");
    }
}

public void printOutTerrain(float[][] arr) {
    for(int i = 0; i < arr.length; i++) {
        for(int n = 0; n < arr[0].length; n++) {
            float a = arr[i][n];
            if(a < 0.4) {
                System.out.print("W"); 
            } else {
                System.out.print("L"); 
            }
        }
        System.out.print("\n");
    }
}

//-------------------------------------------------------------//

float[][] genWhiteNoise(int width, int height) {
    float[][] noise = new float[height][width];

    for(int y = 0; y < height; y++) {
        for(int x = 0; x < width; x++) {
            noise[y][x] = r.nextFloat();
        }
    }

    return noise;
}

float[][] genSmoothNoise(float[][] baseNoise, int octave) {
    int height = baseNoise.length;
    int width = baseNoise[0].length;

    float[][] smoothNoise = new float[height][width];

    int samplePeriod = 1 << octave; //calculates 2^k
    float sampleFrequency = (float) (1.0/samplePeriod);

    for(int i = 0; i < height; i++) {
        int sample_i0 = (i / samplePeriod) * samplePeriod;
        int sample_i1 = (sample_i0 + samplePeriod) % height; //wrap around
        float vertical_blend = (i - sample_i0) * sampleFrequency;

        for(int n = 0; n < width; n++) {
            int sample_n0 = (n / samplePeriod) * samplePeriod;
            int sample_n1 = (sample_n0 + samplePeriod) % width; //wrap around
            float horizontal_blend = (n - sample_n0) * sampleFrequency;

            //blend the top two corners
            float top = Interpolate(baseNoise[sample_i0][sample_n0],
                baseNoise[sample_i1][sample_n0], horizontal_blend);

            //blend the bottom two corners
            float bottom = Interpolate(baseNoise[sample_i0][sample_n1],
                baseNoise[sample_i1][sample_n1], horizontal_blend);

            //final blend
            smoothNoise[i][n] = Interpolate(top, bottom, vertical_blend);
        }
    }

    return smoothNoise;
}

float[][] GeneratePerlinNoise(float[][] baseNoise, int octaveCount, float persistance)
{
   int height = baseNoise.length;
   int width = baseNoise[0].length;

   float[][][] smoothNoise = new float[octaveCount][][]; //an array of 2D arrays containing

   //generate smooth noise
   for (int i = 0; i < octaveCount; i++)
   {
       smoothNoise[i] = genSmoothNoise(baseNoise, i);
   }

    float[][] perlinNoise = new float[height][width];
    float amplitude = 1.0f;
    float totalAmplitude = 0.0f;

    //blend noise together
    for (int octave = octaveCount - 1; octave >= 0; octave--)
    {
       amplitude *= persistance;
       totalAmplitude += amplitude;

       for (int i = 0; i < height; i++)
       {
          for (int j = 0; j < width; j++)
          {
             perlinNoise[i][j] += smoothNoise[octave][i][j] * amplitude;
          }
       }
    }

   //normalisation
   for (int i = 0; i < height; i++)
   {
      for (int j = 0; j < width; j++)
      {
         perlinNoise[i][j] /= totalAmplitude;
      }
   }

   return perlinNoise;
}

//linear average between two points
float Interpolate(float x0, float x1, float alpha)
{
    return Cosine_Interpolate(x0, x1, alpha);
}

//Linear Interpolation
float Linear_Interpolate(float x0, float x1, float alpha)
{
    return x0 * (1 - alpha) + alpha * x1;
}

//Cosine interpolation (much smoother)
float Cosine_Interpolate(float x0, float x1, float alpha)
{
    float ft = (float) (alpha * 3.141592653589);
    float f = (float) ((1 - Math.cos(ft)) * 0.5);

    return x0*(1-f) + x1*f;
}


}

所以重申我的问题:为什么我的 perlin 噪声函数的行为方式是这样的,因为只生成块中的空间?

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1 回答 1

4

所以要解决这个问题,我所要做的就是在 genSmoothNoise() 方法中交换 vertical_blend 和 Horizo​​ntal_blend 变量。休息后你注意到的令人惊讶

于 2013-06-07T00:02:46.453 回答