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我是佩林噪音的新手,我遇到了障礙。我從C++翻譯過來的perlin噪聲函數似乎可以正常工作於一個八度音階,但是我發現較低的八度音階不會添加到原始的Perlin噪聲中。這裏是我的代碼:佩林噪音沒有得到更深的Octaves
public class Perlin {
float[][] generateWhiteNoise(int width, int height) {
Random random = new Random(0);
float[][] noise = new float[width][height];
for (int i = 0; i < noise.length; i++) {
for (int j = 0; j < noise[i].length; j++){
noise[i][j] = (float)random.nextDouble();
}
}
return noise;
}
float[][] generateSmoothNoise(float[][] baseNoise, int octave){
int width = baseNoise.length;
int height = baseNoise[0].length;
float[][] smoothNoise = baseNoise;
int samplePeriod = (int) Math.pow(2,octave); // calculates 2^k
float sampleFrequency = 1.0f/samplePeriod;
for (int i = 0; i < width; i++) {
//calculate the horizontal sampling indices
int sample_i0 = (i/samplePeriod) * samplePeriod;
int sample_i1 = (sample_i0 + samplePeriod) % width; //wrap around
float horizontal_blend = (i - sample_i0) * sampleFrequency;
for (int j = 0; j < height; j++){
//calculate the vertical sampling indices
int sample_j0 = (j/samplePeriod) * samplePeriod;
int sample_j1 = (sample_j0 + samplePeriod) % height; //wrap around
float vertical_blend = (j - sample_j0) * sampleFrequency;
//blend the top two corners
float top = interpolate(baseNoise[sample_i0][sample_j0],
baseNoise[sample_i1][sample_j0], horizontal_blend);
//blend the bottom two corners
float bottom = interpolate(baseNoise[sample_i0][sample_j1],
baseNoise[sample_i1][sample_j1], horizontal_blend);
//final blend
smoothNoise[i][j] = interpolate(top, bottom, vertical_blend);
}
}
return smoothNoise;
}
float interpolate(float x0, float x1, float alpha){
return (float) ((float)(x0) * (float)(1 - alpha) + (float)(alpha * x1));
}
float[][] generatePerlinNoise(float[][] baseNoise, int octaveCount) {
int width = baseNoise.length;
int height = baseNoise[0].length;
float[][][] smoothNoise = new float[octaveCount][][]; //an array of 2D arrays containing
float persistance = .5f;
//generate smooth noise
for (int i = 0; i<octaveCount; i++) {
System.out.println("Generating Smooth Noise: " + i);
smoothNoise[i] = generateSmoothNoise(baseNoise, i);
}
float[][] perlinNoise = new float[width][height];
float amplitude = 1.0f;
float totalAmplitude = 0.0f;
//blend noise together
for (int octave = octaveCount - 1; octave >= 0; octave--) {
amplitude *= persistance;
totalAmplitude += amplitude;
System.out.println("Adding smooth noise for octave: " + octave + " at amplitude: " + amplitude);
for (int i = 0; i < width; i++) {
for (int j = 0; j < height; j++) {
perlinNoise[i][j] += smoothNoise[octave][i][j] * amplitude;
}
}
}
//normalization
for (int i = 0; i < width; i++) {
for (int j = 0; j < height; j++) {
perlinNoise[i][j] /= totalAmplitude;
}
}
return perlinNoise;
}
public float[][] printVals(float[][] baseNoise){
baseNoise = generatePerlinNoise(generateWhiteNoise(800,800),6);
for(int i = 0; i<baseNoise.length; i++){
String row = "";
for(int j = 0; j<baseNoise[i].length;j++){
row+= (int)(baseNoise[i][j]*255) + " ";
}
System.out.println(row);
}
return baseNoise;
}
}
下面是在代碼中,我用得到的值:
baseNoise = generatePerlinNoise(generateWhiteNoise(800,800),6);
這裏是在八度1,2,3的輸出,以及4
任何HEL p將不勝感激!
編輯: 經過反覆試驗,我發現,爲了有問題,最有可能的區域是在generatePerlinNoise()
功能。如果我改變八度音,我會得到所需的噪音水平,這是我想要的。這也意味着generateWhiteNoise()
和generateSmoothNoise()
的作品。所以,在generatePerlinNoise()
混合的地方有一個問題,但它似乎應該工作。