[sdiy] perlin-noise source anyone?

jbv jbv.silences at club-internet.fr
Tue May 14 18:48:18 CEST 2002


Hi everyone,

When reading the thread about noise source, this possibility
crossed my mind, as I've been deeply involved in 3D rendering
with Renderman a few years ago.
AFAIR Perlin noise is based on some fractals...

This kind of solution raises a couple of questions :

- Perlin noise might be suitable for slow random frequencies,
but what about noise in the audio range ? Please math gurus,
enlighten us (sp ?) about freq distribution...

- AFAIR the "drunk" object in MAX produces values changing
over time in a similar way... Is it based on some Perlin / fractal
function ?

Cheers,
JB



> Hi List.
>
> Because there was also a short discussion on slow changing random voltages I
> just want to throw in another noise variant:
>
> In the computer graphic world the so called "Perlin Noise" is the
> sledgehammer method to model natural phenomens like wind, clouds and stuff
> like that.It's simple to calculate and highly customizable. I guess the
> algorithm for a 1D noise (e.g. one value changing over time) can even be
> programmed into a tiny controller. I guess you can also build it from a hand
> full of linear feedback shift registers (read: digital noise sources) and
> slew-rate limiters.
>
> I've never heared that someone used this approach for music, and I wonder
> why. It's the perfect slow changing random CV.
>
> Bye,
>         Nils
>
> PS: if someone wants to find out more here are the essencial links:
>
> master perlin himself talks about it:
> http://www.kenperlin.com/talk1/
>
> just the math and some examples:
> http://freespace.virgin.net/hugo.elias/models/m_perlin.htm







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