纹理中可平铺的 3D 噪点?

发布于 2024-12-05 05:31:07 字数 272 浏览 5 评论 0原文

我到处寻找这个问题的答案,但还没有找到任何东西。我的问题是:

您能否将预先计算的噪声打包到 2D 纹理中,以便能够计算合理的 3D 噪声传真,而无需使用完整的 3D 噪声算法来计算它。

我最初的想法是获取 X × Y 噪声的 Z 切片并将它们并排打包,然后针对每个像素计算“低”和“高”噪声像素,并在两个 Z 样本之间进行加权插值。不用说,这效果不太好。

我了解产生噪声的各种着色器,但总的来说,由于低规格硬件和制造商实施的各种优化,它们在移动平台上存在问题,因此无法进行即时计算。

I've looked high and low for an answer to this, but I haven't found anything yet. Here's my question:

Can you pack pre-calculated noise into a 2d texture in such a way as to be able to calculate a reasonable facsimile of 3d noise without the overhead of having to calculate it with a full blown 3d noise algorithm.

My initial idea was to take Z slices of X by Y noise and pack them up side by side, then for every pixel to calculate the 'low' and 'high' noise pixels and do a weighted interpolation between the two Z samples. Needless to say this didn't work very well.

I know about the various shaders that generate noise, but by and large they have problems on the mobile platform due to the low spec hardware and various optimizations that the mfrs have put into place, so it's not viable to calculate on the fly.

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