Worley/Cellular Noise Demo

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substitute541
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Worley/Cellular Noise Demo

Post by substitute541 »

Went ahead and implemented Cellular noise for my noise library. Uses LuaJIT's FFI and BitOps libraries.

Worley Noise tutorial.
demo.png
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worleynoise.love
(1.9 KiB) Downloaded 283 times
worley.lua

Code: Select all


local floor = math.floor
local sqrt = math.sqrt

local bit = require "bit"
local bxor = bit.bxor

local ffi = require "ffi"
ffi.cdef[[
    typedef struct {float x, y, z;} vector3;
]]

-- linear congruential generator
local function lcgRandom(lastValue)
    return floor((110351245 * lastValue + 12345) % 0x100000000)
end

local OFFSET_BASIS = 2166136261
local FNV_PRIME = 16777619

-- FNV hash
local function hash(i, j, k)
    return ( bxor(
                bxor(
                  bxor(OFFSET_BASIS, i)*FNV_PRIME, j
                ) * FNV_PRIME
             , k) * FNV_PRIME )
end

-- possion distribution
local function probLookup(value)
    if value < 393325350 then return 1 end
    if value < 1022645910 then return 2 end
    if value < 1861739990 then return 3 end
    if value < 2700834071 then return 4 end
    if value < 3372109335 then return 5 end
    if value < 3819626178 then return 6 end
    if value < 4075350088 then return 7 end
    if value < 4203212043 then return 8 end
    return 9
end

-- insertion sort
local function insert(arr, value)
    local temp, l = 0, #arr
    for i=l, 1, -1 do
        if value > arr[i] then break end
        temp = arr[i]
        arr[i] = value
        if (i+1 < l) then arr[i+1] = temp end
    end
end

-- distance function
local function distfunc(a, b)
    local dx, dy, dz = b.x-a.x, b.y-a.y, b.z-a.z
    return (dx*dx+dy*dy+dz*dz)
end

-- clamp
local max, min = math.max, math.min
local function clamp(v)
    return max(min(v, 1), 0)
end


local function worleyNoise(x, y, z, arraylen)
    local x = x or 0
    local y = y or 0
    local z = z or 0

    local input = ffi.new("vector3", x, y, z)

    local lastRandom, numPoints = 0, 0
    local randomDiff, featurePoint = ffi.new("vector3"), ffi.new("vector3")
    local cubeX, cubeY, cubeZ = 0, 0, 0

    distArray = {}
    for i=1, arraylen or 1 do
        distArray[i] = 6666
    end

    local evalCubeX = floor(x)
    local evalCubeY = floor(y)
    local evalCubeZ = floor(z)

    for i=-1, 1 do
        for j=-1, 1 do
            for k=-1, 1 do
                cubeX = evalCubeX + i
                cubeY = evalCubeY + j
                cubeZ = evalCubeZ + k

                lastRandom = lcgRandom(hash(cubeX, cubeY, cubeZ))
                numPoints = probLookup(lastRandom)
                for l=1, numPoints do
                    lastRandom = lcgRandom(lastRandom)
                    randomDiff.x = lastRandom / 0x100000000

                    lastRandom = lcgRandom(lastRandom)
                    randomDiff.y = lastRandom / 0x100000000

                    lastRandom = lcgRandom(lastRandom)
                    randomDiff.z = lastRandom / 0x100000000

                    featurePoint.x = randomDiff.x+cubeX
                    featurePoint.y = randomDiff.y+cubeY
                    featurePoint.z = randomDiff.z+cubeZ

                    insert(distArray, clamp(distfunc(featurePoint, input)*2))
                end
            end
        end
    end

    return distArray
end

return worleyNoise
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digdugluv
Prole
Posts: 8
Joined: Mon Jul 07, 2014 10:40 pm

Re: Worley/Cellular Noise Demo

Post by digdugluv »

This is so beautiful!

Code: Select all

local ffi = require "ffi"
ffi.cdef[[
    typedef struct {float x, y, z;} vector3;
    double _lcgRandom(double lastValue);
]]
local clib = ffi.load('./libclib.so')
and in clib.c

Code: Select all

/*

# gcc -shared -o libclib.so clib.c 

local function lcgRandom(lastValue)
    return floor((110351245 * lastValue + 12345) % 0x100000000)
end

*/

#include <math.h>
#include <stdio.h>

void debug(void) {
    printf("sizeof long long %lu\n", sizeof(long long));
}

double _lcgRandom(double lastValue) {
    unsigned long long intermediate = 110351245L * (long) lastValue + 12345L;
    unsigned long _mod = intermediate % 0x100000000L;
    return (double) _mod;
}
It speeds it up about 15%, nothing stellar but kinda fun.
gestaltist
Prole
Posts: 49
Joined: Thu May 29, 2014 10:56 am

Re: Worley/Cellular Noise Demo

Post by gestaltist »

It looks kind of similar to a Voronoi diagram. How do the two relate?

I am still looking for a decent Voronoi implementation for Lua.
WetDesertRock
Citizen
Posts: 67
Joined: Fri Mar 07, 2014 8:16 pm

Re: Worley/Cellular Noise Demo

Post by WetDesertRock »

Voronoi is different in the fact that it uses points given by the user, and then uses a mathematical process to work with them.


Here is a Delaunay library https://github.com/Yonaba/delaunay in which I use as the basis for this file: https://gist.github.com/WetDesertRock/7 ... 5b286a4ca6

Delaunay achieves much of the same effect.
digdugluv
Prole
Posts: 8
Joined: Mon Jul 07, 2014 10:40 pm

Re: Worley/Cellular Noise Demo

Post by digdugluv »



I attached the love for others to enjoy.
Attachments
delaunay.love
(6.47 KiB) Downloaded 195 times
gestaltist
Prole
Posts: 49
Joined: Thu May 29, 2014 10:56 am

Re: Worley/Cellular Noise Demo

Post by gestaltist »

Thanks! I will test it out.
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