Simulation of broken branches based on Perlin noise function and dynamics

2013 ◽  
Vol 32 (11) ◽  
pp. 3240-3242
Author(s):  
Jin-ping SUN ◽  
Xiang TANG ◽  
Tian-kai SUN
Keyword(s):  
2020 ◽  
Author(s):  
F. Conde‐Rodríguez ◽  
Á‐.L. García‐Fernández ◽  
J.C. Torres

Author(s):  
Sheldon Taylor ◽  
Owen Sharpe ◽  
Jiju Peethambaran

AbstractProcedural noise functions are fundamental tools in computer graphics used for synthesizing virtual geometry and texture patterns. Ideally, a procedural noise function should be compact, aperiodic, parameterized, and randomly accessible. Traditional lattice noise functions such as Perlin noise, however, exhibit periodicity due to the axial correlation induced while hashing the lattice vertices to the gradients. In this paper, we introduce a parameterized lattice noise called prime gradient noise (PGN) that minimizes discernible periodicity in the noise while enhancing the algorithmic efficiency. PGN utilizes prime gradients, a set of random unit vectors constructed from subsets of prime numbers plotted in polar coordinate system. To map axial indices of lattice vertices to prime gradients, PGN employs Szudzik pairing, a bijection F: ℕ2 → ℕ. Compositions of Szudzik pairing functions are used in higher dimensions. At the core of PGN is the ability to parameterize noise generation though prime sequence offsetting which facilitates the creation of fractal noise with varying levels of heterogeneity ranging from homogeneous to hybrid multifractals. A comparative spectral analysis of the proposed noise with other noises including lattice noises show that PGN significantly reduces axial correlation and hence, periodicity in the noise texture. We demonstrate the utility of the proposed noise function with several examples in procedural modeling, parameterized pattern synthesis, and solid texturing.


Repositor ◽  
2020 ◽  
Vol 2 (7) ◽  
pp. 965
Author(s):  
Naufal Azzmi ◽  
Lailatul Husniah ◽  
Ali Sofyan Kholimi

AbstrakPerkembangan game pada saat ini berkembang dengan sangat cepat, dalam perkermbangan game topik AI adalah topik yang paling banyak diteliti oleh beberapa peneliti khususnya pada pembuatan suatu konten game menggunakan metode PCG (procedural content generation). Pada pembuatan sebuah game world menggunakan metode PCG sudah banyak developer game yang sukses dengan mengimplementasikan metode ini, metode ini banyak digunkan pada geme dengan genre RPG, Rouglikes, Platformer, SandBox, Simulation dan lain sebagainya, Pada penelitian ini berfokus pada pengembangan sebuah game world generator untuk game berjenis open world yang berupa sebuah kepulauan dengan metode PCG dengan menggunakan algoritma perlin noise sebagai algoritma pembentuk textur utama pulau yang dimana pada penelitian ini memanfaatkan beberapa variable noise seperti octave, presistance dan lacunarity guna untuk menambah kontrol dari hasil textur yang dihasilkan serta algoritma penempatan pulau untuk membuat sebuah game world yang menyerupai sebuah kepulauan. Dari hasil uji generator terkait degan pengujian playability dan performa dapat disimpulkan bahwa generator yang dikembangkan playable serta performa yang dianaliasa menggunakan notasi Big O menunjukkan  (linear). Abstract Game development is currently growing very fast, game development AI is the most discussed topic by most researchers especially in the developing of game content using the PCG (procedural content generation) method. In making a game world using the PCG method, many game developers have succeeded by implementing this method, this method is widely used on RPGs, Rouglikes, Platformers, SandBox, Simulations and ect,. This study focuses on developing a game world generator game for open world type games in the form of an archipelago using the PCG method using the noise perlin algorithm as the island's main texturizing algorithm which in this study utilizes several noise variables such as octave, presistance and use for add control of the texture results as well as the island placement algorithm’s to create a game world that resembles an archipelago form. From the generator test results related to the playability and performance testing, it shows that map are being generated by the generators are playable and performance that are analyzed using Big O notation show O (n) (linear).


Author(s):  
Richard McCleary ◽  
David McDowall ◽  
Bradley J. Bartos

The general AutoRegressive Integrated Moving Average (ARIMA) model can be written as the sum of noise and exogenous components. If an exogenous impact is trivially small, the noise component can be identified with the conventional modeling strategy. If the impact is nontrivial or unknown, the sample AutoCorrelation Function (ACF) will be distorted in unknown ways. Although this problem can be solved most simply when the outcome of interest time series is long and well-behaved, these time series are unfortunately uncommon. The preferred alternative requires that the structure of the intervention is known, allowing the noise function to be identified from the residualized time series. Although few substantive theories specify the “true” structure of the intervention, most specify the dichotomous onset and duration of an impact. Chapter 5 describes this strategy for building an ARIMA intervention model and demonstrates its application to example interventions with abrupt and permanent, gradually accruing, gradually decaying, and complex impacts.


Author(s):  
Wei-Chien Cheng ◽  
Wen-Chieh Lin ◽  
Yi-Jheng Huang
Keyword(s):  

1970 ◽  
Vol 37 (3) ◽  
pp. 612-616 ◽  
Author(s):  
L. L. Bucciarelli ◽  
C. Kuo

The mean-square response of a lightly damped, second-order system to a type of non-stationary random excitation is determined. The forcing function on the system is taken in the form of a product of a well-defined, slowly varying envelope function and a noise function. The latter is assumed to be white or correlated as a narrow band process. Taking advantage of the slow variation of the envelope function and the small damping of the system, relatively simple integrals are obtained which approximate the mean-square response. Upper bounds on the mean-square response are also obtained.


2020 ◽  
Vol 9 (4) ◽  
pp. 1-17
Author(s):  
Mridu Sahu ◽  
Tushar Jani ◽  
Maski Saijahnavi ◽  
Amrit Kumar ◽  
Upendra Chaurasiya ◽  
...  

Rust detection is necessary for proper working and maintenance of machines for security purposes. Images are one of the suggested platforms for rust detection in which rust can be detected even though the human can't reach to the area. However, there are a lack of online databases available that can provide a sizable dataset to identify the most suitable model that can be used further. This paper provides a data augmentation technique by using Perlin noise, and further, the generated images are tested on standard features (i.e., statistical values, entropy, along with SIFT and SURF methods). The two most generalized classifiers, naïve Bayes and support vector machine, are identified and tested to obtain the performance of classification of rusty and non-rusty images. The support vector machine provides better classification accuracy, which also suggests that that the combined features of statistics, SIFT, and SURF are able to differentiate the images. Hence, it can be further used to detect the rust in different parts of machines.


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