软件工具

brew 会员管理系统 iopaint yaml Rider Auto GPT Airtest Stable Diffusion 飞书 Programmer AI Copilot X softwares for windows softwares for website softwares for mac softwares for ios softwares for android Filezilla Cocoapods wireshark pyCharm Microsoft Edge vscode 短信关键字 Ubuntu 阿里云 视频下载 百度贴吧 百度云管家 爬虫 模拟器与手机 晨风QQ机器人 文件下载 按键精灵 抖音 微信 京东 云手机 yarn virtualbox vim truffle tor browser tomcat telegram sqlite3 spine shell shadowsocks scrapy scons rust repo pyenv preact pp助手 phpstorm pgAdmin pear pecl parity nvm npm nginx markdown magnet loadrunner laravel jekyll itunes iPhone heroku govendor google chrome gitlab github git eclipse docker cygwin composer cocos studio cmake carthage batch command apktool apachectl apache adobe photoshop adb aapt ZeroNet Xcode Windows WinHex WebStorm Visual Studio VMware TortoiseSVN ThinkSNS TexturePacker TeamViewer Subversion Sublime Text SourceTree SecureCRT SVN RTX QQ PostgreSQL OpenIM OpenGL Shader Builder OD Notepadplusplus Navicat for MySQL Mono MongoDB MinIO MinGW Microsoft Visual Studio Mac OS X Linux Laradock Kafka Jenkins Genymotion FontCreator ETCD CocosBuilder CentOS Bootstrap Beyond Compare Angular2 Android Studio 3ds Max 360 Visual Studio2010快捷键及设置 ChatGPT HRESULT 0x80004005 E_FAIL 美团开店宝 搜狗输入法 ohmyzsh meson golang mobile library gitea fvm _ WireGuard V2Ray RocketChat Fork Clash _ ChatGPT局限性研究

编程开发

Unity3D 开源项目 Unity3D超链接 Unity3D spine Unity3D shader lua热重载 Bloom chrome extension Particle System Sprite Renderer Overdraw 字体描边 Unity3D热门插件 TronLink Bmfont TextMeshPro Behaviour Tree ThinkPHP ajax Hexagonal Grids python基础知识 python argparse和optparse eth eth layer2 ios点滴积累 exr UGUI优化 lua定义不允许定义变量的class 7za源码 打印堆栈 C C++点滴积累 android基础知识 xLua java基础知识 Unity DOTS Unity3D大规模角色渲染 Flutter metamask andriod源码编译 React Native git as a database android逆向 越狱 ios逆向开发 ipfs链编程 cocos2d-x3.x文字模糊 lua创建class v3quick 智能合约升级方案 gitlab服务器迁移 go调用C++ 区块链编程 cocos2dx lua项目转html5项目 SSL aar转jar unity热更方案 unity升级 源码 反编译获取任何微信小程序源码 基础知识 cocos2dx ipv6支持 ClippingNode sprite的触摸事件 redis 加密算法 protobuf JAR creation failed. See details for additional information cocos2dx内存管理 SDK服务器 vpn服务器搭建 获取焦点 某些android系统下自动优化代码 异常处理 内存泄露分析 代码混淆 生成唯一id oauth2 IIS和tomcat共用80端口 enum MultiValueMap 易语言基础知识 MySQL eclipse的devices上不显示调试程序包名 搭建服务器下载文件 switch case的效率问题 获取版本号和版本名 cocos2d-js js语法 meta-data的获取 cocos2d-js安装 Paper2D rapidjson unreal源码赏析 NEON reload lua scripts go发邮件 smali语法 Spring lua枚举实现 PainTown编译 STL各容器操作 ios性能测试 UI Engines Game Engines Comparison CCActionInterval cocos bugs variadic templates singleton class POSIX g3log 不能在非主线程中使用OpenGL ES的UI函数 Menu get class name based on class #type 宏的含义 类模板的部分特化 各编译器对C++的支持度 Open Source Log Systems Comparison 百度语音识别SDK 锚点anchorPoint Unity3D插件 View Frustum Culling Matrix Layouts, DirectX and OpenGL DirectX基础知识 详解Cocos2d-X中宏CC_DLL android 国际化语言 locale缩写 android error solutions unity调用webservice Unity3D调用C++的dll Unity Error Solutions 非组合BCD码VS组合BCD码 磁盘的磁道(track) use static Variables in static library ndk编译出错-Werror UNICODE字符集之 UTF-8、UTF-16 SpringBoard 无法启动应用程序 -4 Setting up a Code Repository on Google 透视投影变换 编译ogre_src_v1-7-4 windows 编译 ogre 1.9.0 ios undo 绘制次序 纹理寻址模式设置不当 显存带宽 bandwidth 分析碰撞检测库Opcode 《Fighting, Antiquity》遇见的各种问题 send TEXCOORD from DirectX9.0 to HLSL mul(inPos, matViewProjection) and mul(matViewProjection, inPos) A* Pathfinding X File Hierarchy Loading VS高亮HLSL关键字 Umbra 3:次世代的遮挡裁剪 Steering Behaviors For Autonomous Charac Rendering the Great Outdoors/Fast Occlusion Culling for Outdoor Environments Programming OpenGL ES with ios Perlin Noise OpenGL中freeglut的安装 OpenGL OpenGL ES hardware support OgreSDK_vc10_v1-7-4第一次编译程序运行crash Missing texture object named 'Texture0' in pixel shader 'Pixel Shader' in pass 'Pass 1' Loading .x files the easy way Load .obj model Get Texture Coordinates from DirectX in Vertex Shader Fx Composer Effect Framework DirectX 9.0中BeginPass和EndPass放置问题 DirectInput Coding in RenderMonkey Bézier curve Bullet Advanced Collision Detection Techniques 3D游戏引擎中的室外大场景渲染技术研究与实现 3D实时渲染中的BSP树和多边形剔除 fxc的使用及调试技巧 编译注意点 点滴积累 windows搭建android和cocos2dx环境 sprite::create("*.png")崩溃 Unknown EABI object attribute 44 CCUserDefault使用注意点 APP_STL := gnustl_static APP_CPPFLAGS := -frtti APP_CPPFLAGS += -fexceptions #pragma once与 #ifndef的区别 #ifdef _DEBUG 重载识别多重继承 返回值尽量返回const值 缺省实参编译时刻决定 编译器优化 纯虚析构函数必须定义 类继承中调用函数 类模板运用之实现委托类 类模板运用 类模板的友元 类成员函数声明为另外一个类的友元 析构函数出域就析构 指针的运用 成员函数模板和自动转换的选择 成员函数指针的运用 成员函数和非成员函数重载问题 在if里面请写入语句 使得打印出 hello world。 typedef作用 —— 定义机器无关的类型 static_cast注意点 static DWORD成员变量定义 operator<<重载 multimap容器不能用greater_equal case语句内定义变量 boost使用 本地函数定义是非法的 __attribute__ Type Conversion Override controls override and final OSI七层网络模型与TCP:IP四层网络模型 C:C++里面变量名的最大长度是多少? C++模板初始化 .h和.hpp区别 游戏崩溃查找dump crash堆栈信息 未签名的apk无法安装到手机上 延迟执行任务 平台接入 安装apk到手机中,elipse并非完全拷贝整个apk 多线程用多少个线程最合适 使用NDK编译so动态库 中国移动第三方接入 onNewIntent eclipse调试android程序 eclipse下android环境搭建 apk重启程序代码 apk 签名 ant 自动编译 android开发中遇到sqlite3 not found android制作九宫格图 android.database.CursorIndexOutOfBoundsException android 指定类 android ndk 开发之Application.mk android assets常见问题 android 4.0 NetworkOnMainThreadException ZXing竖屏解决(完美版) XP环境下java环境变量配置 Unable to execute dex/Multiple dex files define The nested fileset element is deprectated, use a nested path instead Re-installation failed due to different application signatures. ROM修改 NDK工具之 addr2line NDK和Eclipse的集成 MySQL相关 ListView无法在onCreate的时候getChildCount() JNI运用 Database Design/UUID vs Integer Auto-Increment Android点滴积累 Android查看内存 Android.mk文件详解 Android string Android NDK 官方下载地址 Adding ActionBar Items From Within Your Fragments Activity 生命周期 php环境搭建 Objective-C的方法原型和重载 c#反射机制 .NET入门 mac 下搭建lua环境 objective c点滴积累 OGRE点滴积累 Unity3D点滴积累 Unity3D NGUI lua基础知识 typescript基础知识 solidity基础知识 php基础知识 nodejs基础知识 kotlin基础知识 javascript基础知识 html基础知识 C#基础知识 css基础知识 golang基础知识 破解技术 assembly点滴积累 _ _ Unity3D优化 Unity3D 模型 Unity3D Editor HybridCLR _ _ _ meteor kodi gopeed generative_agents _ VLC Media Player MPV MLN ChatDev _ _ Copay _ _ gradle _ _ _

errors

MacOS 升级BigSur后无法使用git svn Unit php-fpm.service could not be found Uncaught ReferenceError process is not defined Uncaught ReferenceError Buffer is not defined thread.cc Throwing new exception length=433 index=1340 ArrayIndexOutOfBoundsException Provisioning profile doesn't include signing certificate indenting spaces must be used in groups of 2 Nokogiri install failures eth合约报错 xcode __nwlog_err_simulate_crash_libsystem pod生成工程后编译lib The SSL certificate is invalid php编译错误 not a valid ELF invalid resource directory name appcompat_v7 res crunch Invalid Code Signing Entitlements 该文件没有与之关联的程序来执行该操作 dyld Library not loaded rpathlibfmodL a2003- cant connect to MYSQL server on localhost android.view.WindowManager BadTokenException is your activity running android.view.WindowLeaked no suitable device found no device found for connection git push Server error goroutine 1 efrror RPC failed result=18 HTTP code 200 This version of the rendering library is more recent than your err 1005 Can't create table error 150 could not initialize proxy no Session could not execute query nested exception ArtifactDescriptorException Failed to read artifact descriptor is not a valid JNI reference INSTALL_FAILED_DEXOPT brut.androlib.AndrolibException ARSCDecoder.decode error 未在本地计算机上注册“Microsoft.Jet.OLEDB.4.0”提供程序 无法解析 __imp__printf 无法定位程序输入点sdl_strlcpy LNK1123: 转换到 COFF 期间失败: 文件无效或损坏 lwebsockets is not an object file Failed to git submodule update --recursive --init libpng error CgBI unhandled critical chunk symbol not found for architecture armv7 provider: 共享内存提供程序, error: 0 管道的另一端上无任何进程 and sa登陆失败 错误:18456 file is universal 3 slices but does not contain an armv7s slice error 126 无法解析的外部符号:error LNK2019 无法解析的外部符号 RegQueryValueEx、RegCloseKey、RegOpenKeyEx、RegSetValueEx... 无法解析外部符号 __imp__CoUninitialize@0、_TID_D3DRMFrameTransformMatrix 无法解析_c_dfDIMouse、_c_dfDIKeyboard、_DirectInput8Create@20、_c_dfDIJoystick2 无法解析 __imp__ExtractIconW@12、 __imp__ExtractIconW@12 无法打开文件"dxerr9.lib" 无法打开文件 d3dx9.lib 无法启动应用程序 1>------ 已启动生成: 项目: Init Direct3D, 配置: D 1>------ 已启动生成/项目/Font, 配置/Debug Win3 安装DirectXSDK时提示Error Code s1023 不允许使用不完整的类型 warning:DIRECTINPUT_VERSION undefined. Defaulting to version 0x0800 warning MSB8004: Output 目录未以斜杠结尾。此生成实例将添 warning C4996: 'strcpy': This function or variable may be unsafe. warning C4355: “this”: 用于基成员初始值设定项列表 warning C4290: 忽略 C++ 异常规范,但指示函数不是 __declspec(nothrow) warning C4003: “max”宏的实参不足 vs2010出现link2005 static_cast(pStr) release版本下静态链接库无法解析外部符号 pragma warning(disable:4996) gult32.dll gorm查询sqlite3报错 general error c101008a_ Failed to save the updated manifest to the ft2build.h file not found with include, use “quotes” instead error X3025 error LNK2019 __imp__InitCommonControls@0 error LNK2001 无法解析的外部符号_mainCRTStartup error C2443: 操作数大小冲突 crosses initialization cmath(19): error C2061: 语法错误: 标识符“acosf” ava.io.IOException Cannot run program jarsigner.exe __imp__InitCommonControlsEx@4 __imp__EndDialog __gmsl:512:*** non-numeric second argument to `wordlist' function: ''. _ITERATOR_DEBUG_LEVEL”的不匹配项问题 _ITERATOR_DEBUG_LEVEL XCode: duplicate symbol error when using global variable - Stack Overflow Application does not specify an API level requirement! VS2010 fatal error C1902: 程序数据库管理器不匹配;请检查安装 S1023 error on installing DirectX SDK LNK4006 symbol already defined in object; second definition ignored LNK2001 : unresolved externals IDirectSound8无法使用 Failure Reason Message from debugger Terminated due to memory issue DirectX Preview window: WARNING: Pixel shader 'Pixel Shader' cannot be created on hardware rendering COMMON ERROR - python 无法解析的外部符号 __imp__ExtractIconW@12 _

左右互搏

Git Repositories Unity3D GUI 通讯协议 nodejs开源项目 Unity3D逆向工具 ps软件 NFT游戏 开源音乐项目 视频编辑软件 IM React Native Chat Library Messaging server backend go服务框架 浏览器 本地硬盘作服务器 自动按键 接码平台 数据清洗 go library for git go library for android ios React Native Apps Flutter Apps 加密算法 golang logging library python数据库框架 持续集成工具/Continuous integration(CI) 压缩存储 github guis git guis Gateway Server 图床工具 爬虫工具 lua远程调试器 去中心化数据库 去中心化云存储 noserver softwares php数据库框架 无服务器模式 服务器平台 宝塔 域名租用 php框架 文档管理工具 共识机制 库管理工具 区块链平台 量化交易 数字货币资讯软件 扩容方案 Web服务器 包管理工具 Web前端框架 交易所 Wallets DAPP Root工具 通用应用层协议 数据库 开发框架 数字货币 h5引擎 开源云盘 日志统计工具 博彩 团队协作工具 外包平台 ftp工具 remote control softwares log4j与slf4j 翻墙工具VPN scripting language low level graphics library Cygwin MinGW Build Tools 格斗引擎 shader tools UML Books 版本控制软件 开源语音识别库 Physics Engines 远程控制软件 跨平台开发框架 自动测试工具 思维导图 工作流CI CD工具 局域网传输 telegram server go library for server git in go app热更 _ PM常用工具 Optical Character Recognition(OCR) Open Source Video Player Open Source Magnet Websites

数据结构与算法

背包问题 文件读取效率研究 随机选项和宽字符输出 过桥最短时间 输入一个正整数 设计一个程序 表达式求值 罗马数字与整数相互转换 编程求两个矩形的相交矩形 给定一个字串X 砝码称重 母函数问题 模拟实现乘法运算 某人有三个儿子 有一个长度为N的数字串 有5座不同颜色的房子 最长子串 最大子矩阵之和 在字符串S中寻找最 写一个程序 写一个函数 二维数组排序 一个线段随机分成三段能够构成三角形的概率 一个int数组,里面数据无任何限制,要求求出所有这样的数a[i], 其左边的数都小于等于它,右边的数都大于等于它。 能否只用一个额外数组和少量其它空间实现。 How many 0 appears Fabonacci数列定义为 Do remember 骆驼吃香蕉问题 错排原理 逻辑推理宴会握手 输入一个整数n 设计一个系统处理词语搭配问题 设计一个不能被继承的 设七位数是 编写代码把16进制表示的串转换为3进制表示的串 每个飞机只有一个油箱 概率问题 桌面上有24张光滑面扑克牌 根据上排给出十个数 有一个长度为998的数组 有一个复杂链表 有81个选手 有5个人比赛 有2.5亿个整数存放在一个文件中 有10个文件 无限容量的体育馆 数列L中有n个整数 把一个钝角三角形 循环队列 外星人打算将地球用来种蘑菇 在一天的24小时之中 判断另一字符串的所有字母是否在母串中都有 判断一个数是4的整数次幂 全部有火柴根组成 你有一个横6竖6的方格 九宫图解法 两个数组 不能使用库函数 下一个数是什么 一道小学数学题可以证明你是否可以玩股票 一个猜测游戏中 一个文件 一个教授逻辑学的教授 \[约瑟夫环\]n个数字 Longest Common Subsequence Fibonacci 12个高矮不同的人 100层楼 1000瓶药水 0-1背包 随机洗牌:哪种算法正确 求连续自然数平方和的公式 各种算法复杂度比较 教你如何迅速秒杀掉:99%的海量数据处理面试题 _ _

标签

software 152

android 61

andriod源码编译 自制脱壳rom aar转jar JAR creation failed. See details for additional information 获取焦点 某些android系统下自动优化代码 异常处理 内存泄露分析 代码混淆 enum MultiValueMap eclipse的devices上不显示调试程序包名 获取版本号和版本名 js语法 meta-data的获取 smali语法 mobile devices information android 国际化语言 locale缩写 android error solutions 游戏崩溃查找dump crash堆栈信息 未签名的apk无法安装到手机上 延迟执行任务 平台接入 安装apk到手机中,elipse并非完全拷贝整个apk 多线程用多少个线程最合适 使用NDK编译so动态库 中国移动第三方接入 onNewIntent eclipse调试android程序 eclipse下android环境搭建 apk重启程序代码 apk 签名 ant 自动编译 android开发中遇到sqlite3 not found android制作九宫格图 android.database.CursorIndexOutOfBoundsException android 指定类 android ndk 开发之Application.mk android assets常见问题 android 4.0 NetworkOnMainThreadException ZXing竖屏解决(完美版) XP环境下java环境变量配置 Unable to execute dex/Multiple dex files define The nested fileset element is deprectated, use a nested path instead Re-installation failed due to different application signatures. ROM修改 NDK工具之 addr2line NDK和Eclipse的集成 MySQL相关 ListView无法在onCreate的时候getChildCount() JNI运用 Database Design/UUID vs Integer Auto-Increment Android点滴积累 Android查看内存 Android.mk文件详解 Android string Android NDK 官方下载地址 Adding ActionBar Items From Within Your Fragments Activity 生命周期 gradle _
Unit php-fpm.service could not be found Uncaught ReferenceError process is not defined Uncaught ReferenceError Buffer is not defined thread.cc Throwing new exception length=433 index=1340 ArrayIndexOutOfBoundsException Provisioning profile doesn't include signing certificate indenting spaces must be used in groups of 2 Nokogiri install failures eth合约报错 xcode __nwlog_err_simulate_crash_libsystem pod生成工程后编译lib The SSL certificate is invalid php编译错误 not a valid ELF invalid resource directory name appcompat_v7 res crunch Invalid Code Signing Entitlements 该文件没有与之关联的程序来执行该操作 dyld Library not loaded rpathlibfmodL a2003- cant connect to MYSQL server on localhost android.view.WindowManager BadTokenException is your activity running android.view.WindowLeaked no suitable device found no device found for connection git push Server error goroutine 1 efrror RPC failed result=18 HTTP code 200 This version of the rendering library is more recent than your err 1005 Can't create table error 150 could not initialize proxy no Session could not execute query nested exception ArtifactDescriptorException Failed to read artifact descriptor is not a valid JNI reference INSTALL_FAILED_DEXOPT brut.androlib.AndrolibException ARSCDecoder.decode error 未在本地计算机上注册“Microsoft.Jet.OLEDB.4.0”提供程序 无法解析 __imp__printf 无法定位程序输入点sdl_strlcpy LNK1123: 转换到 COFF 期间失败: 文件无效或损坏 lwebsockets is not an object file Failed to git submodule update --recursive --init libpng error CgBI unhandled critical chunk symbol not found for architecture armv7 provider: 共享内存提供程序, error: 0 管道的另一端上无任何进程 and sa登陆失败 错误:18456 file is universal 3 slices but does not contain an armv7s slice HRESULT 0x80004005 E_FAIL error 126 无法解析的外部符号:error LNK2019 无法解析的外部符号 RegQueryValueEx、RegCloseKey、RegOpenKeyEx、RegSetValueEx... 无法解析外部符号 __imp__CoUninitialize@0、_TID_D3DRMFrameTransformMatrix 无法解析_c_dfDIMouse、_c_dfDIKeyboard、_DirectInput8Create@20、_c_dfDIJoystick2 无法解析 __imp__ExtractIconW@12、 __imp__ExtractIconW@12 无法打开文件"dxerr9.lib" 无法打开文件 d3dx9.lib 无法启动应用程序 1>------ 已启动生成: 项目: Init Direct3D, 配置: D 1>------ 已启动生成/项目/Font, 配置/Debug Win3 安装DirectXSDK时提示Error Code s1023 不允许使用不完整的类型 warning:DIRECTINPUT_VERSION undefined. Defaulting to version 0x0800 warning MSB8004: Output 目录未以斜杠结尾。此生成实例将添 warning C4996: 'strcpy': This function or variable may be unsafe. warning C4355: “this”: 用于基成员初始值设定项列表 warning C4290: 忽略 C++ 异常规范,但指示函数不是 __declspec(nothrow) warning C4003: “max”宏的实参不足 vs2010出现link2005 static_cast(pStr) release版本下静态链接库无法解析外部符号 pragma warning(disable:4996) gult32.dll gorm查询sqlite3报错 general error c101008a_ Failed to save the updated manifest to the ft2build.h file not found with include, use “quotes” instead error X3025 error LNK2019 __imp__InitCommonControls@0 error LNK2001 无法解析的外部符号_mainCRTStartup error C2443: 操作数大小冲突 crosses initialization cmath(19): error C2061: 语法错误: 标识符“acosf” ava.io.IOException Cannot run program jarsigner.exe __imp__InitCommonControlsEx@4 __imp__EndDialog __gmsl:512:*** non-numeric second argument to `wordlist' function: ''. _ITERATOR_DEBUG_LEVEL”的不匹配项问题 _ITERATOR_DEBUG_LEVEL XCode: duplicate symbol error when using global variable - Stack Overflow Application does not specify an API level requirement! VS2010 fatal error C1902: 程序数据库管理器不匹配;请检查安装 S1023 error on installing DirectX SDK LNK4006 symbol already defined in object; second definition ignored LNK2001 : unresolved externals IDirectSound8无法使用 Failure Reason Message from debugger Terminated due to memory issue DirectX Preview window: WARNING: Pixel shader 'Pixel Shader' cannot be created on hardware rendering COMMON ERROR - python 无法解析的外部符号 __imp__ExtractIconW@12 _
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java基础知识 andriod源码编译 aar转jar JAR creation failed. See details for additional information 获取焦点 某些android系统下自动优化代码 异常处理 内存泄露分析 代码混淆 enum MultiValueMap eclipse的devices上不显示调试程序包名 获取版本号和版本名 js语法 meta-data的获取 smali语法 mobile devices information android 国际化语言 locale缩写 android error solutions 游戏崩溃查找dump crash堆栈信息 未签名的apk无法安装到手机上 延迟执行任务 平台接入 安装apk到手机中,elipse并非完全拷贝整个apk 多线程用多少个线程最合适 使用NDK编译so动态库 中国移动第三方接入 onNewIntent eclipse调试android程序 eclipse下android环境搭建 apk重启程序代码 apk 签名 ant 自动编译 android开发中遇到sqlite3 not found android制作九宫格图 android.database.CursorIndexOutOfBoundsException android 指定类 android ndk 开发之Application.mk android assets常见问题 android 4.0 NetworkOnMainThreadException ZXing竖屏解决(完美版) XP环境下java环境变量配置 Unable to execute dex/Multiple dex files define The nested fileset element is deprectated, use a nested path instead Re-installation failed due to different application signatures. ROM修改 NDK工具之 addr2line NDK和Eclipse的集成 MySQL相关 ListView无法在onCreate的时候getChildCount() JNI运用 Database Design/UUID vs Integer Auto-Increment Android点滴积累 Android查看内存 Android.mk文件详解 Android string Android NDK 官方下载地址 Adding ActionBar Items From Within Your Fragments Activity 生命周期

Perlin Noise

2014年09月04日

from: http://freespace.virgin.net/hugo.elias/models/m_perlin.htm {align=”left”}

Perlin Noise


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Many people have used random number generators in their programs to create unpredictability, make the motion and behavior of objects appear more natural, or generate textures. Random number generators certainly have their uses, but at times their output can be too harsh to appear natural. This article will present a function which has a very wide range of uses, more than I can think of, but basically anywhere where you need something to look natural in origin. What’s more it’s output can easily be tailored to suit your needs.

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If you look at many things in nature, you will notice that they are fractal. They have various levels of detail. A common example is the outline of a mountain range. It contains large variations in height (the mountains), medium variations (hills), small variations (boulders), tiny variations (stones) . . . you could go on. Look at almost anything: the distribution of patchy grass on a field, waves in the sea, the movements of an ant, the movement of branches of a tree, patterns in marble, winds. All these phenomena exhibit the same pattern of large and small variations. The Perlin Noise function recreates this by simply adding up noisy functions at a range of different scales.

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To create a Perlin noise function, you will need two things, a Noise Function, and an Interpolation Function.

Introduction To Noise Functions

A noise function is essentially a seeded random number generator. It takes an integer as a parameter, and returns a random number based on that parameter. If you pass it the same parameter twice, it produces the same number twice. It is very important that it behaves in this way, otherwise the Perlin function will simply produce nonsense.

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+————————————–+————————————–+ | | noise function. A random value | | \ | between 0 and 1 is assigned to every | | | point on the X axis.<span | | | class=”Apple-converted-space”> </spa | | | n>\ | | | \ | +————————————–+————————————–+

+————————————–+————————————–+ | | the values, we can define a | | \ | continuous function that takes a | | | non-integer as a parameter. I will | | | discuss various ways of | | | interpolating the values later in | | | this article.\ | +————————————–+————————————–+

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Definitions

Before I go any further, let me define what I mean by amplitude and frequency. If you have studied physics, you may well have come across the concept of amplitude and frequency applied to a sin wave.

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+————————————–+————————————–+ | | | | | The wavelength of a sin wave is the | | | distance from one peak to another. | | | The amplitude is the height of the | | | wave. The frequency is defined to be | | | 1/<span | | | style=”font-size:xx-small;”>~wavelen | | | gth~</span>. | +————————————–+————————————–+ | | | | | In the graph of this example noise | | | function, the red spots indicate the | | | random values defined along the | | | dimension of the function. In this | | | case, the amplitude is the | | | difference between the minimum and | | | maximum values the function could | | | have. The wavelength is the distance | | | from one red spot to the next. Again | | | frequency is defined to be 1/<span | | | style=”font-size:xx-small;”>~wavelen | | | gth~</span>. | +————————————–+————————————–+


Creating the Perlin Noise Function

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Now, if you take lots of such smooth functions, with various frequencies and amplitudes, you can add them all together to create a nice noisy function. This is the Perlin Noise Function.\

+————————————————————————–+ | Take the following Noise | | Functions | +————————————————————————–+ | <span | | class=”Apple-converted-space”> </span><span | | class=”Apple-converted-space”> </span><span | | class=”Apple-converted-space”> </span><span | | class=”Apple-converted-space”> </span> | +————————————————————————–+ | \ | | \ | | | | Add them together, and this is what | | you get. | | \ | | | | You can see that this function has large, medium and small variations. | | You may even imagine that it looks a little like a mountain range. In | | fact many computer generated landscapes are made using this method. Of | | course they use 2D noise, which I shall get onto in a moment. | +————————————————————————–+

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You can, of course, do the same in 2 dimensions.


Some noise functions are created in 2D

Adding all these functions together produces a noisy pattern.
————————————————————————

Persistence

When you’re adding together these noise functions, you may wonder exactly what amplitude and frequency to use for each one. The one dimensional example above used twice the frequency and half the amplitude for each successive noise function added. This is quite common. So common in fact, that many people don’t even consider using anything else. However, you can create Perlin Noise functions with different characteristics by using other frequencies and amplitudes at each step. For example, to create smooth rolling hills, you could use Perlin noise function with large amplitudes for the low frequencies , and very small amplitudes for the higher frequencies. Or you could make a flat, but very rocky plane choosing low amplitudes for low frequencies.

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To make it simpler, and to avoid repeating the words Amplitude and Frequency all the time, a single number is used to specify the amplitude of each frequency. This value is known as Persistence. There is some ambiguity as to it’s exact meaning. The term was originally coined by Mandelbrot, one of the people behind the discovery of fractals. He defined noise with a lot of high frequency as having a low persistence. My friend Matt also came up with the concept of persistence, but defined it the other way round. To be honest, I prefer Matt’s definition. Sorry Mandelbrot. So our definition of persistence is this:

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 frequency = 2i amplitude = persistencei 

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Where i is the i^th^ noise function being added. To illustrate the effect of persistence on the output of the Perlin Noise, take a look at the diagrams below. They show the component noise functions that are added, the effect of the persistence value, and the resultant Perlin noise function.

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Frequency**

1

2

4

8

16

32

Persistence = 1/4

+

+

+

+

+

=


Amplitude:

1

^1^/~4~

^1^/~16~

^1^/~64~

^1^/~256~

^1^/~1024~

result

Persistence = 1/2

+

+

+

+

+

=


Amplitude:

1

^1^/~2~

^1^/~4~

^1^/~8~

^1^/~16~

^1^/~32~

result

Persistence = 1 / root2

+

+

+

+

+

=


Amplitude:

1

^1^/~1.414~

^1^/~2~

^1^/~2.828~

^1^/~4~

^1^/~5.656~

result

Persistence = 1

+

+

+

+

+

=


Amplitude:

1

1

1

1

1

1

result

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Octaves

Each successive noise function you add is known as an octave. The reason for this is that each noise function is twice the frequency of the previous one. In music, octaves also have this property.

Exactly how many octaves you add together is entirely up to you. You may add as many or as few as you want. However, let me give you some suggestions. If you are using the perlin noise function to render an image to the screen, there will come a point when an octave has too high a frequency to be displayable. There simply may not be enough pixels on the screen to reproduce all the little details of a very high frequency noise function. Some implementations of Perlin Noise automatically add up as many noise functions they can until the limits of the screen (or other medium) are reached.

It is also wise to stop adding noise functions when their amplitude becomes too small to reproduce. Exactly when that happens depends on the level of persistence, the overall amplitude of the Perlin function and the bit resolution of your screen (or whatever).

Making your noise functions

What do we look for in a noise function? Well, it’s essentially a random number generator. However, unlike other random number generators you may have come across in your programs which give you a different random number every time you call them, these noise functions supply a random number calculated from one or more parameters. I.e. every time you pass the same number to the noise function, it will respond with the same number. But pass it a different number, and it will return a different number.

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Well, I don’t know a lot about random number generators, so I went looking for some, and here’s one I found. It seems to be pretty good. It returns floating point numbers between -1.0 and 1.0.

+————————————————————————–+ | function IntNoise(32-bit integer: x) | | | | x = (x«13) ^ x; | | return ( 1.0 - ( (x * (x * x * 15731 + 789221) + 1376312589) & 7 | | fffffff) / 1073741824.0); | | | | end IntNoise function | +————————————————————————–+

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Now, you’ll want several different random number generators, so I suggest making several copies of the above code, but use slightly different numbers. Those big scarey looking numbers are all prime numbers, so you could just use some other prime numbers of a similar size. So, to make it easy for you to find random numbers, I have written a little program to list prime numbers for you. You can give it a start number and an end number, and it will find all the primes between the two. Source code is also included, so you can easily include it into your own programs to produce a random prime number. Primes.zip

Interpolation

Having created your noise function, you will need to smooth out the values it returns. Again, you can choose any method you like, but some look better than others. A standard interpolation function takes three inputs, a and b, the values to be interpolated between, and x which takes a value between 0 and

  1. The Interpolation function returns a value between a and b based on the value x. When x equals 0, it returns a, and when x is 1, it returns b. When x is between 0 and 1, it returns some value between a and b.

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+————————————–+————————————–+ | <span | | | Interpolation:</span> | | | | | | Looks awful, like those cheap | | | ‘plasmas’ that everyone uses to | | | generate landscapes. It’s a simple | | | algorithm though, and I suppose | | | would be excusable if you were | | | trying to do perlin noise in | | | realtime. | | | +———————————– | | | ———————————— | | | —+ | | | | function Linear_Interpolate( | | | a, b, x) | | | | | | | | return a(1-x) + bx end o | | | f function | | | | | | | +———————————– | | | ———————————— | | | —+ | | | | | | \ | | +————————————–+————————————–+ | <span | | | Interpolation:</span> | | | | | | This method gives a much smother | | | curve than Linear Interpolation. | | | It’s clearly better and worth the | | | effort if you can afford the very | | | slight loss in speed. | | | +———————————– | | | ———————————— | | | —+ | | | | function Cosine_Interpolate( | | | a, b, x) ft = x * 3.1415927 f = (1 - | | | c | | | | | os(ft)) * .5 return a(1-f) + bf | | | | | | | | | | | end of function | | | | | | | | | | +———————————– | | | ———————————— | | | —+ | | | | | | \ | | | \ | | +————————————–+————————————–+ | <span | | | Interpolation:</span> | | | | | | This method gives very smooth | | | results indeed, but you pay for it | | | in speed. To be quite honest, I’m | | | not sure if it would give noticeably | | | better results than Cosine | | | Interpolation, but here it is anyway | | | if you want it. It’s a little more | | | complicated, so pay attention. | | | Whereas before, the interpolation | | | functions took three inputs, the | | | cubic interpolation takes five. | | | Instead of just<span | | | class=”Apple-converted-space”> </spa | | | n>a<span | | | class=”Apple-converted-space”> </spa | | | n>and<span | | | class=”Apple-converted-space”> </spa | | | n>b, | | | you now need<span | | | class=”Apple-converted-space”> </spa | | | n>v0,<span | | | class=”Apple-converted-space”> </spa | | | n>v1,<span | | | class=”Apple-converted-space”> </spa | | | n>v2<span | | | class=”Apple-converted-space”> </spa | | | n>and<span | | | class=”Apple-converted-space”> </spa | | | n>v3, | | | along with<span | | | class=”Apple-converted-space”> </spa | | | n>x<span | | | class=”Apple-converted-space”> </spa | | | n>as | | | before. These | | | are: | | | v0<span | | | class=”Apple-converted-space”> </spa | | | n>= | | | the point before<span | | | class=”Apple-converted-space”> </spa | | | n>a | | | v1<span | | | class=”Apple-converted-space”> </spa | | | n>= | | | the point<span | | | class=”Apple-converted-space”> </spa | | | n>a | | | v2<span | | | class=”Apple-converted-space”> </spa | | | n>= | | | the point<span | | | class=”Apple-converted-space”> </spa | | | n>b | | | v3<span | | | class=”Apple-converted-space”> </spa | | | n>= | | | the point after<span | | | class=”Apple-converted-space”> </spa | | | n>b<span | | | class=”Apple-converted-space”> </spa | | | n>\ | | | +———————————– | | | ———————————— | | | —+ | | | | function Cubic_Interpolate(v | | | 0, v1, v2, v3,x) P = (v3 - v2) - (v0 | | | - | | | | | v1) Q = (v0 - v1) - P R = v2 - v0 | | | S = v1 return Px3 + Qx2 + Rx + S en | | | d | | | | | of function | | | | | | | | | | +———————————– | | | ———————————— | | | —+ | | +————————————–+————————————–+

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Smoothed Noise

Aside from Interplolation, you can also smooth the output of the noise function to make it less random looking, and also less square in the 2D and 3D versions. Smoothing is done much as you would expect, and anyone who has written an image smoothing filter, or fire algorithm should already be familiar with the process.\


Rather than simply taking the value coordinate, you can take the average <span values. If this is unclear, take a class=”Apple-converted-space”> </spa look at the pseudo code below. n>
diagram illustrating the difference
between smoothed noise, and the same noise function without smoothing.
You can see that the smooth noise is flatter, never reaching the extremes of unsmoothed noise, and the
frequency appears to be roughly
half. There is little point
smoothing 1 dimensional noise, since these are really the only effects.
Smoothing becomes more useful in 2
or three dimensions, where the
effect is to reduce the squareness
of the noise. Unfortunately it also
reduces the contrast a little. The
smoother you make it, obviously, the flatterthe noise will be.
———————————— ————————————

1-dimensional Smooth Noise

+————————————————————————–+ | function Noise(x) . . end function | | | | function SmoothNoise_1D(x) | | | | return Noise(x)/2 + Noise(x-1)/4 + Noise(x+1)/4 end function | +————————————————————————–+

2-dimensional Smooth Noise

+————————————————————————–+ | function Noise(x, y) . . end function | | | | function SmoothNoise_2D(x>, y) corners = ( Noise(x-1, y-1)+Noise(x | | +1, y-1)+Noise(x-1, y+1)+Noise(x+1, y+1) ) / 16 sides = ( Noise(x-1, y) | | +Noise(x+1, y) +Noise(x, y-1) +Noise(x, y+1) ) / 8 center = Noise(x, | | y) / 4 | | | | return corners + sides + center end function | +————————————————————————–+

Putting it all together

Now that you know all that, it’s time to put together all you’ve learned and create a Perlin Noise function. Remember that it’s just several Interpolated Noise functions added together. So Perlin Noise it just a function. You pass it one or more parameters, and it responds with a number. So, here’s a simple 1 dimensional Perlin function.

The main part of the Perlin function is the loop. Each iteration of the loop adds another octave of twice the frequency. Each iteration calls adifferent noise function, denoted by Noise~i~. Now, you needn’t actually write lots of noise functions, one for each octave, as the pseudo code seems to suggest. Since all the noise functions are essentially the same, except for the values of those three big prime numbers, you can keep the same code, but simply use a different set of prime numbers for each.

1-dimensional Perlin Noise Pseudo code

+————————————————————————–+ | function Noise1(integer x) x = (x«13) ^ x; | | return ( 1.0 - ( (x * (x * x * 15731 + 789221) + 1376312589) & 7 | | fffffff) / 1073741824.0); | | end function | | | | | | function SmoothedNoise_1(float x) | | return Noise(x)/2 + Noise(x-1)/4 + Noise(x+1)/4 end function | | | | | | function InterpolatedNoise_1(float x) integer_X = int(x) fractiona | | l_X = x - integer_X v1 = SmoothedNoise1(integer_X) v2 = SmoothedNoise1(i | | nteger_X + 1) | | | | return Interpolate(v1 , v2 , fractional_X) | | | | end function | | | | | | function PerlinNoise_1D(float x) total = 0 p = persistence n = Num | | ber_Of_Octaves - 1 loop i from 0 to n frequency = 2i amplitude = pi tota | | l = total + InterpolatedNoisei(x * frequency) * amplitude end of i loop | | | | return total end function | +————————————————————————–+

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Now it’s easy to apply the same code to create a 2 or more dimensional Perlin Noise function:

2-dimensional Perlin Noise Pseudocode

+————————————————————————–+ | function Noise1(integer x, integer y) n = x + y * 57 n = (n«13) ^ | | n; | | return ( 1.0 - ( (n * (n * n * 15731 + 789221) + 1376312589) & 7 | | fffffff) / 1073741824.0); | | end function | | | | function SmoothNoise_1(float x, float y) corners = ( Noise(x-1, y- | | 1)+Noise(x+1, y-1)+Noise(x-1, y+1)+Noise(x+1, y+1) ) / 16 sides = ( Nois | | e(x-1, y) +Noise(x+1, y) +Noise(x, y-1) +Noise(x, y+1) ) / 8 center = | | Noise(x, y) / 4 | | return corners + sides + center end function | | | | function InterpolatedNoise_1(float x, float y) integer_X = int(x) | | fractional_X = x - integer_X integer_Y = int(y) fractional_Y = y - integ | | er_Y v1 = SmoothedNoise1(integer_X, integer_Y) v2 = SmoothedNoise1(integ | | er_X + 1, integer_Y) v3 = SmoothedNoise1(integer_X, integer_Y + 1) v4 = | | SmoothedNoise1(integer_X + 1, integer_Y + 1) i1 = Interpolate(v1 , v2 , | | fractional_X) i2 = Interpolate(v3 , v4 , fractional_X) | | | | return Interpolate(i1 , i2 , fractional_Y) | | | | end function | | | | | | function PerlinNoise_2D(float x, float y) total = 0 p = persistenc | | e n = Number_Of_Octaves - 1 loop i from 0 to n frequency = 2i amplitude | | = pi total = total + InterpolatedNoisei(x * frequency, y * frequency) * | | amplitude end of i loop | | | | return total end function | +————————————————————————–+

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Applications of Perlin Noise

Now that you have this fantastic function, what can you do with it? Well, as the cliche goes, you’re limited only by your imagination. Perlin Noise has so many applications that I can’t think of them all, but I’ll have a go.

1 dimensional

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+————————————–+————————————–+ | Controlling virtual beings: | Living objects rarely stay still for | | | very long (except students). Use | | | perlin noise to constantly adjust | | | the joint positions of a virtual | | | human player, in a game for example, | | | to make it look like it’s more | | | alive. | | | \ | +————————————–+————————————–+ | Drawing sketched lines: | | | | Computer drawn lines are always | | | totally straight, which can make | | | them look unnatural and unfriendly. | | | You can use Perlin Noise to | | | introduce a wobblyness to a line | | | drawing algorithm to make it appear | | | as if it’s been drawn by hand. You | | | can also draw wobbly circles and | | | boxes. Some research has been done | | | on making a Sketchy User Interface.\ | | | See:<span | | | class=”Apple-converted-space”> </spa | | | n>Creating | | | Informal Looking | | | Interfaces. | | | \ | +————————————–+————————————–+

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2 dimensional

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Landscapes: These are a perfect application for 2D Perlin Noise. Unlike the subdivision method, you do not have to store the landscape anywhere in memory, the height of any point on the landscape can be calculated easily. What’s more, the land stretches indefinitely (almost), and can be calculated to minute detail, so it’s perfect of variable level of detail rendering. The properties of the landscape can be defined easily too. Clouds: Again, cloud rendering is well suited to Perlin Noise. Generating Textures: All sorts of textures can be generated using Perlin Noise. See the table below for some examples. The textures generated can go on for ages before repeating (if ever), which makes them much more pleasant to look at than a repeating tiled texture map. ————————– ————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————————

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3 dimensional

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3D Clouds: You can, of course, produce volumetric clouds. You’ll probably have to use some sort of ray tracing to visualise them. Animated Clouds: You can produce animated 2 dimensional clouds with 3D Perlin Noise, if you consider one dimension to be time. Solid Textures: Some rendering / raytracing programs, like POVray, apply texture to objects by literally carving them from a 3-dimensional texture. This was, the textures do not suffer from the warping usually associated with mapping 2D textures onto (non-flat) 3D objects. ———————- ——————————————————————————————————————————————————————————————————————————————————————-

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4 dimensional

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Animated 3D Textures and Clouds: Moving into higher dimensions, you can easily produce animated clouds and solid textures. Just consider the extra dimension to be time. ————————————– —————————————————————————————————————————————–

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\ The land, clouds and water in this picture were all mathematically generated with Perlin Noise, and rendered with Terragen. Copyright Matt Fairclough 1998

The clouds in this demo are animated with 3D perlin Noise. The algorithm had to be modified slightly to be able to produce Perlin Noise in real time. See the Clouds Article for more info on how this was done. ——————————————————————————————————————————- ———————————————————————————————————————————————————————————————————————————————————————————————————————————————————————-

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Generating Textures with Perlin Noise

Perlin is fantastic for generating textures. You can produce textures that are (for all practical purposes) infinitely large, but take up almost no memory. You can create marble, wood, swirly patterns, probably anything if you try hard. You can also define a 3D texture. You can think of this as a solid block of material, from which you can ‘carve’ an object. This allows you to produce textures which can be applied to any shaped object without distortion. It can take a lot of imagination, thought and experimentation to get a texture to look really good, but the results can be very impressive indeed.

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Play around as much as you like. Use several Perlin functions to create a texture, try different persistences and different frequencies in different dimensions. You can use one Perlin function to affect the properties of another. Apply functions to their output. Do whatever you want, there’s almost certainally a way to produce almost any texture you can dream up.

The following textures were made with 3D Perlin Noise

+————————————–+————————————–+ | | 4 octaves, persistence 0.25 and 0.5 | | | | +————————————–+————————————–+ | | harder edges to the perlin noise by | | | applying a function to the output. | +————————————–+————————————–+ | | complicated textures, you should try | | | mixing several Perlin functions. | | | This texture was created in two | | | parts. Firstly a Perlin function | | | with low persistence was used to | | | define the shape of the blobs. The | | | value of this function was used to | | | select from two other functions, one | | | of which defined the stripes, the | | | other defined the blotchy pattern. A | | | high value chose more of the former, | | | a low value more of the latter. The | | | stripes were defined by multiplying | | | the first Perlin Function by some | | | number (about 20) then taking the | | | cosine. | +————————————–+————————————–+ | | using a Perlin function as an offset | | | to a cosine function. | | | \ | | | | | | texture = cosine( x + perlin(x, | | | y,z) ) | +————————————–+————————————–+ | | defined. The grain is defined with a | | | g = perlin(x,y,z) * 20 | | | grain = g - int(g) | | | | | | The very fine bumps you can see on | | | the wood are high frequency noise | | | that has been stretched in one | | | dimension. | | | bumps = perlin(x50, y50, z*20 | | | ) | | | if bumps < .5 then bumps = 0 | | | else bumps = 1t | +————————————–+————————————–+

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References

Procedural textures: http://developer.intel.com/drg/mmx/appnotes/proctex.htm

Intel Developer Site article about using the new MMX technology to render Perlin Noise in real time.

Ken Perlin’s Homepage: http://mrl.nyu.edu/perlin/

I assume the person responsable for Perlin Noise. He has an interesting page with lots of useful links to texturing and modeling stuff.

Texturing And Modeling A Procedural Approach: http://www.cs.umbc.edu/~ebert/book/book.html

Ken Perlin’s book which goes in depth on using Perlin Noise, among other algorithms to generate textures and model various natural phenomena.

Procedural Texture Page: http://www.threedgraphics.com/pixelloom/tex_synth.html

This page is an attempt to collect any and all information and WWW links related to Procedural Texture Synthesis.

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