Perlin Noise/zh CN: what changed
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| 1 | 1 | This page is the start of a tutorial about using Perlin Noise on LCL applications to generate natural looking images. It will cover both basic theory and real usage examples, with a focus on compilable examples. | |
| 2 | 2 | ||
| 3 | 3 | ~~这个页面是关于LCL应用程序使用柏林噪声来生成自然图像的教程。它包括基础理论和实际使用的例子,重点是编译的例子。~~ | |
| 4 | 4 | ||
| 5 | 5 | Perlin Noise was invented by [Ken Perlin](http://mrl.nyu.edu/~perlin/) to generate textures for a movie called Tron. Today it is widely used on movies and video games to produce natural looking smoke, landscapes, clouds and any texture including marble, irregular glass, etc. | |
| 6 | 6 | ||
| 7 | 7 | ~~[Ken Perlin](http://mrl.nyu.edu/~perlin/) 在为电影Tron生成纹理时发明了柏林噪声。如今,它被广泛应用于电影和视频游戏中的自然烟雾,山水、云和任何纹理,包括大理石、不规则玻璃等。~~ | |
| 8 | 8 | ||
| 9 | 9 | ## 入门 | |
| 10 | 10 | ||
| 11 | 11 | Perlin Noise is based on the idea of fractals, that things in nature show different degrees of change. On a rocky mountain landscape for example when can see changes with a very big amplitude, which are the mountains themselves. Smaller changes represent irregularities on those mountains and even smaller ones represent rocks. | |
| 12 | 12 | ||
| 13 | 13 | ~~柏林噪声是基于分形的思想,事物在本质上呈现出不同程度的变化。以岩石山为例,可以看到非常大的幅度变化,这是山本身。较小的变化代表了那些山的凹凸,甚至更小的代表岩石。~~  | |
| 14 | 14 | ||
| 15 | 15 | ## 第一个例子 | |
| 16 | 16 | ||
| 17 | 17 | This application demonstrates a simple noise function with the following properties: ~~这个应用程序演示了一个简单的噪声函数,它具有以下属性:~~ | |
| 18 | 18 | ||
| 19 | 19 | - Only 1 harmonic present~~只呈现1个谐波~~ | |
| 20 | 20 | - 振幅 250 像素 | |
| 21 | 21 | - 波长 20 像素 | |
| 22 | 22 | - 频率 0.05 | |
| 23 | 23 | - You can use a combo box to choose between Linear, Cossine and Cubic interpolation | |
| 24 | 24 | ||
| 25 | 25 | ~~你可以在组合框中选择线性,余弦、三次插值。~~ | |
| 26 | 26 | ||
| 27 | - | ||
| 28 | - | ||
| 29 | - | ||
| 30 | - | ||
| 27 | + |  | |
| 31 | 28 | ||
| 32 | 29 | 文件: | |
| 33 | 30 | ||
| 34 | 31 | - noise1d.lpi | |
| 35 | 32 | - noise1d.dpr | |
| 36 | 33 | - noise.pas | |
| 37 | 34 | ||
| 38 | 35 | ## 持续示例 | |
| 39 | 36 | ||
| 40 | 37 | This application demonstrates how to sum many noise functions to get a perlin noise function. ~~这个应用程序演示了多个噪声函数实现的柏林噪声。~~ 它有以下属性: | |
| 41 | 38 | ||
| 42 | 39 | - 3 harmonics present~~显现3个谐波~~ | |
| 43 | 40 | - 振幅 250, 125 和 62 像素 | |
| 44 | 41 | - 波长 20, 10, 和 5 像素 | |
| 45 | 42 | - 频率 0.05, 0.1, 0.2 | |
| 46 | 43 | - You can use a combo box to choose between Linear, Cossine and Cubic interpolation | |
| 47 | 44 | ||
| 48 | 45 | ~~你可以在组合框中选择线性,余弦、三次插值。~~ | |
| 49 | 46 | ||
| 50 | - | ||
| 51 | - | ||
| 52 | - | ||
| 53 | - | ||
| 47 | + |  | |
| 54 | 48 | ||
| 55 | 49 | 文件: | |
| 56 | 50 | ||
| 57 | 51 | - perlin1d.lpi | |
| 58 | 52 | - perlin1d.dpr | |
| 59 | 53 | - noise.pas | |
| 60 | 54 | ||
| 61 | 55 | ## 使用柏林噪声创建纹理 | |
| 62 | 56 | ||
| 63 | 57 | It is possible to create tilable textures of stone, water, wood... with Perlin noise. ~~它可以创建tilable纹理的石头、水、木头...与柏林噪声。~~ | |
| 64 | 58 | ||
| 65 | 59 | 这里是如何做到这一点的教程: [[BGRABitmap tutorial 8]] | |
| 66 | 60 | ||
| 67 | 61 | ## SVN | |
| 68 | 62 | ||
| 69 | 63 | 你可以使用下面的命令下载源代码、示例: | |
| 70 | 64 | ||
| 71 | 65 | svn co <https://lazarus-ccr.svn.sourceforge.net/svnroot/lazarus-ccr/examples/noise> noise | |
| 72 | 66 | ||
| 73 | 67 | ## 外部链接 | |
| 74 | 68 | ||
| 75 | 69 | - [柏林噪声理论](http://freespace.virgin.net/hugo.elias/models/m_perlin.htm)。 | |
| 76 | 70 | ||
| 77 | 71 | --- | |
| 78 | 72 | *From the Free Pascal wiki, page "Perlin Noise/zh CN", as it stood on 2015-07-09 after a change by FTurtle, out of the wiki's dump of 2024-05-26. Copyright stays with the author who wrote it, according to the old wiki's [[Licensing]] page. If you have concerns about this material, [message the admin](/wiki-contact).* | |
| 79 | 73 | Category: Game Development/zh CN | |
| 80 | 74 | Category: Graphics/zh CN | |
| 81 | 75 | Category: Lazarus-CCR/zh CN | |
| 82 | 76 | Category: SciTech/zh CN | |
| 83 | 77 | Category: Tutorials/zh CN | |
| 84 | 78 | Category: zh |
