David Roberson
Artist
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I came across this topic while researching Worley Noise, and thought it'd be great if it helped speed up my Spherical Worley Noise. Of course, the first question to ask, before pulling on this thread and going through all the work trying to implement the idea in Lua, is: Is it practical?
I'm still not sure how the API Worley Noise identifies the closest seed point to any given point, so as yet I don't even have a place to insert a QuadTree. Even so, the idea is there and I can't help but wonder if Lua would spend too much time constructing and utilizing a QuadTree to save a meaningful amount of processing the way I assume it does now, by querying every pixel in the frame. Since the Spherical Worley Noise is at least 10x slower than the Spherical Perlin Noise I made, some kind of optimization is sorely needed!
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