479 lines
16 KiB
Markdown
479 lines
16 KiB
Markdown
# orx-noise
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Randomness for every type of person: Perlin, uniform, value, simplex, fractal and many other types of noise.
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## Uniform random numbers
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```kotlin
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val sua = Double.uniform()
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val sub = Double.uniform(-1.0, 1.0)
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val v2ua = Vector2.uniform()
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val v2ub = Vector2.uniform(-1.0, 1.0)
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val v2uc = Vector2.uniform(Vector2(0.0, 0.0), Vector2(1.0, 1.0))
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val v2ur = Vector2.uniformRing(0.5, 1.0)
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val v3ua = Vector3.uniform()
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val v3ub = Vector3.uniform(-1.0, 1.0)
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val v3uc = Vector3.uniform(Vector3(0.0, 0.0, 0.0), Vector3(1.0, 1.0, 1.0))
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val v3ur = Vector3.uniformRing(0.5, 1.0)
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val v4ua = Vector4.uniform()
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val v4ub = Vector4.uniform(-1.0, 1.0)
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val v4uc = Vector4.uniform(Vector4(0.0, 0.0, 0.0, 0.0), Vector4(1.0, 1.0, 1.0, 1.0))
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val v4ur = Vector4.uniformRing(0.5, 1.0)
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val ringSamples = List(500) { Vector2.uniformRing() }
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```
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## Noise function composition
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Since ORX 0.4 the orx-noise module comes with functional composition tooling that allow one to create complex noise
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functions.
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```kotlin
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// create an FBM version of 1D linear perlin noise
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val myNoise0 = perlinLinear1D.fbm(octaves=3)
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val noiseValue0 = myNoise0(431, seconds)
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// create polar version of 2D simplex noise
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val myNoise1 = simplex2D.withPolarInput()
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val noiseValue1 = myNoise1(5509, Polar(seconds*60.0, 0.5))
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// create value linear noise with squared outputs which is then billowed
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val myNoise2 = valueLinear1D.mapOutput { it * it }.billow()
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val noiseValue2 = myNoise2(993, seconds * 0.1)
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```
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## Multi-dimensional noise
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These are a mostly straight port from FastNoise-Java but have a slightly different interface.
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### Perlin noise
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```kotlin
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// -- 1d
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val v0 = perlinLinear(seed, x)
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val v1 = perlinQuintic(seed, x)
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val v2 = perlinHermite(seed, x)
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// -- 2d
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val v3 = perlinLinear(seed, x, y)
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val v4 = perlinQuintic(seed, x, y)
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val v5 = perlinHermite(seed, x, y)
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// -- 3d
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val v6 = perlinLinear(seed, x, y, z)
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val v7 = perlinQuintic(seed, x, y, z)
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val v8 = perlinHermite(seed, x, y, z)
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```
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### Value noise
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```kotlin
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// -- 1d
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val v0 = valueLinear(seed, x)
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val v1 = valueQuintic(seed, x)
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val v2 = valueHermite(seed, x)
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// -- 2d
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val v2 = valueLinear(seed, x, y)
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val v3 = valueQuintic(seed, x, y)
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val v4 = valueHermite(seed, x, y)
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// -- 3d
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val v5 = valueLinear(seed, x, y, z)
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val v6 = valueQuintic(seed, x, y, z)
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val v7 = valueHermite(seed, x, y ,z)
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```
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### Simplex noise
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```kotlin
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// -- 1d
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val v0 = simplex(seed, x)
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// -- 2d
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val v1 = simplex(seed, x, y)
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// -- 3d
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val v2 = simplex(seed, x, y, z)
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// -- 4d
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val v3 = simplex(seed, x, y, z, w)
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```
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### Cubic noise
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```kotlin
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// -- 1d
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val v0 = cubic(seed, x, y)
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val v1 = cubicQuintic(seed, x, y)
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val v2 = cubicHermite(seed, x, y)
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// -- 2d
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val v0 = cubic(seed, x, y)
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val v1 = cubicQuintic(seed, x, y)
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val v2 = cubicHermite(seed, x, y)
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// -- 3d
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val v3 = cubic(seed, x, y, z)
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val v4 = cubicQuintic(seed, x, y, z)
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val v5 = cubicHermite(seed, x, y ,z)
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```
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### Fractal noise
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The library provides 3 functions with which fractal noise can be composed.
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#### Fractal brownian motion (FBM)
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```kotlin
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// 1d
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val v0 = fbm(seed, x, ::perlinLinear, octaves, lacunarity, gain)
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val v1 = fbm(seed, x, ::simplex, octaves, lacunarity, gain)
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val v2 = fbm(seed, x, ::valueLinear, octaves, lacunarity, gain)
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// 2d
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val v3 = fbm(seed, x, y, ::perlinLinear, octaves, lacunarity, gain)
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val v4 = fbm(seed, x, y, ::simplex, octaves, lacunarity, gain)
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val v5 = fbm(seed, x, y, ::valueLinear, octaves, lacunarity, gain)
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// 3d
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val v6 = fbm(seed, x, y, z, ::perlinLinear, octaves, lacunarity, gain)
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val v7 = fbm(seed, x, y, z, ::simplex, octaves, lacunarity, gain)
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val v8 = fbm(seed, x, y, z, ::valueLinear, octaves, lacunarity, gain)
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```
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#### Rigid
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```kotlin
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// 1d
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val v0 = rigid(seed, x, ::perlinLinear, octaves, lacunarity, gain)
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val v1 = rigid(seed, x, ::simplex, octaves, lacunarity, gain)
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val v2 = rigid(seed, x, ::valueLinear, octaves, lacunarity, gain)
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// 2d
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val v2 = rigid(seed, x, y, ::perlinLinear, octaves, lacunarity, gain)
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val v3 = rigid(seed, x, y, ::simplex, octaves, lacunarity, gain)
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val v4 = rigid(seed, x, y, ::valueLinear, octaves, lacunarity, gain)
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// 3d
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val v3 = rigid(seed, x, y, z, ::perlinLinear, octaves, lacunarity, gain)
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val v4 = rigid(seed, x, y, z, ::simplex, octaves, lacunarity, gain)
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val v5 = rigid(seed, x, y, z, ::valueLinear, octaves, lacunarity, gain)
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```
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#### Billow
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```kotlin
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// 1d
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val v0 = billow(seed, x, ::perlinLinear, octaves, lacunarity, gain)
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val v1 = billow(seed, x, ::perlinLinear, octaves, lacunarity, gain)
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val v2 = billow(seed, x, ::perlinLinear, octaves, lacunarity, gain)
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// 2d
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val v3 = billow(seed, x, y, ::perlinLinear, octaves, lacunarity, gain)
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val v4 = billow(seed, x, y, ::perlinLinear, octaves, lacunarity, gain)
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val v5 = billow(seed, x, y, ::perlinLinear, octaves, lacunarity, gain)
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// 3d
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val v6 = billow(seed, x, y, z, ::perlinLinear, octaves, lacunarity, gain)
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val v7 = billow(seed, x, y, z, ::perlinLinear, octaves, lacunarity, gain)
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val v8 = billow(seed, x, y, z, ::perlinLinear, octaves, lacunarity, gain)
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```
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<!-- __demos__ -->
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## Demos
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### DemoCubicNoise2D01
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[source code](src/jvmDemo/kotlin/DemoCubicNoise2D01.kt)
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### DemoFunctionalComposition01
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[source code](src/jvmDemo/kotlin/DemoFunctionalComposition01.kt)
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### DemoGradientPerturb2D
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[source code](src/jvmDemo/kotlin/DemoGradientPerturb2D.kt)
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### DemoGradientPerturb3D
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[source code](src/jvmDemo/kotlin/DemoGradientPerturb3D.kt)
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### DemoScatter01
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[source code](src/jvmDemo/kotlin/DemoScatter01.kt)
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### DemoSimplex01
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[source code](src/jvmDemo/kotlin/DemoSimplex01.kt)
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### DemoTriangleNoise01
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Demonstrate the generation of uniformly distributed points inside a list of triangles
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[source code](src/jvmDemo/kotlin/DemoTriangleNoise01.kt)
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### DemoValueNoise2D01
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[source code](src/jvmDemo/kotlin/DemoValueNoise2D01.kt)
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### glsl/DemoNoisesGLSLGui
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Render existing GLSL noise algorithms side by side.
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Use the GUI to explore the effects.
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[source code](src/jvmDemo/kotlin/glsl/DemoNoisesGLSLGui.kt)
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### glsl/DemoNoisesGLSL
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Render existing GLSL noise algorithms side by side.
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Re-use the same color buffer for the rendering.
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Not all noise properties are used. Explore each noise class
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to find out more adjustable properties.
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The noise color can be set using a `color` or a `gain` property.
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[source code](src/jvmDemo/kotlin/glsl/DemoNoisesGLSL.kt)
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### glsl/DemoSimplexGLSL
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A sine oscillator with randomized parameters
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[source code](src/jvmDemo/kotlin/glsl/DemoSimplexGLSL.kt)
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### hammersley/DemoHammersley2D01
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Demo that visualizes a 2D Hammersley point set.
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The application is configured to run at 720x720 resolution. The program computes
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400 2D Hammersley points mapped within the bounds of the application's resolution.
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These points are visualized by rendering circles at their respective positions.
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[source code](src/jvmDemo/kotlin/hammersley/DemoHammersley2D01.kt)
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### hammersley/DemoHammersley3D01
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Demo program rendering a 3D visualization of points distributed using the Hammersley sequence in 3D space.
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The application is set up at a resolution of 720x720 pixels. Within the visual
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program, a sphere mesh is created and a set of 1400 points is generated using
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the Hammersley sequence. Each point is translated and rendered as a small sphere
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in 3D space. This is achieved by mapping the generated points into a scaled domain.
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The rendering utilizes the Orbital extension, enabling an interactive 3D camera
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to navigate the scene. The visualization relies on the draw loop for continuous
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rendering of the points.
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[source code](src/jvmDemo/kotlin/hammersley/DemoHammersley3D01.kt)
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### hammersley/DemoHammersley4D01
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Demo that visualizes a 4D Hammersley point set in a 3D space, with colors determined by the 4th dimension.
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The application is configured at a resolution of 720x720 pixels. A sphere mesh is created
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using the `sphereMesh` utility, and a total of 10,000 4D points are generated with the
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`hammersley4D` sequence. These points are scaled, translated, and rendered as small spheres.
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The color of each sphere is modified based on the 4th dimension of its corresponding point by
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shifting the hue in HSV color space.
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This program employs the `Orbital` extension, enabling camera interaction for 3D navigation
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of the scene. Rendering occurs within the draw loop, providing continuous visualization
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of the point distribution.
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[source code](src/jvmDemo/kotlin/hammersley/DemoHammersley4D01.kt)
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### hash/DemoCircleHash01
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[source code](src/jvmDemo/kotlin/hash/DemoCircleHash01.kt)
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### hash/DemoRectangleHash01
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[source code](src/jvmDemo/kotlin/hash/DemoRectangleHash01.kt)
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### hash/DemoUHash01
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[source code](src/jvmDemo/kotlin/hash/DemoUHash01.kt)
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### linearrange/DemoLinearRange01
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[source code](src/jvmDemo/kotlin/linearrange/DemoLinearRange01.kt)
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### phrases/DemoUHashPhrase01
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Demonstrate uniform hashing function phrase in a shadestyle
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[source code](src/jvmDemo/kotlin/phrases/DemoUHashPhrase01.kt)
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### rseq/DemoRseq2D01
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This demo sets up a window with dimensions 720x720 and renders frames
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demonstrating 2D quasirandomly distributed points. The points are generated
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using the R2 sequence and drawn as circles with a radius of 5.0.
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[source code](src/jvmDemo/kotlin/rseq/DemoRseq2D01.kt)
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### rseq/DemoRseq3D01
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This demo renders a 3D visualizationof points distributed using the R3 quasirandom sequence. Each point is
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represented as a sphere and positioned in 3D space based on the quasirandom sequence values.
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The visualization setup includes:
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- Configuration of application window size to 720x720.
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- Usage of an orbital camera for interactive 3D navigation.
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- Creation of a reusable sphere mesh with a specified radius.
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- Generation of quasirandom points in 3D space using the `rSeq3D` function.
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- Transformation and rendering of each point as a sphere using vertex buffers.
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[source code](src/jvmDemo/kotlin/rseq/DemoRseq3D01.kt)
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### rseq/DemoRseq4D01
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Demo that presents a 3D visualization of points distributed using a 4D quasirandom sequence (R4).
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Each point is represented as a sphere with it position and color derived from the sequence values.
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This function performs the following tasks:
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- Configures the application window dimensions to 720x720 pixels.
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- Initializes a 3D camera for orbital navigation of the scene.
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- Generates 10,000 points in 4D space using the `rSeq4D` function. The points are scaled
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and transformed into 3D positions with an additional w-coordinate for color variation.
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- Creates a reusable sphere mesh for rendering.
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- Renders each point as a sphere with its position determined by the 3D coordinates
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of the point and its color calculated by shifting the hue of a base color using
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the w-coordinate value.
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[source code](src/jvmDemo/kotlin/rseq/DemoRseq4D01.kt)
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### simplexrange/DemoSimplexRange2D01
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This demo creates a dynamic graphical output utilizing simplex and
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linear interpolation-based color ranges.
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Functionalities:
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- Defines a list of base colors converted to LAB color space for smooth interpolation.
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- Constructs a 3D simplex range and a 2D linear range for color sampling.
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- Randomly populates two sections of the screen with rectangles filled with colors
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sampled from simplex and linear ranges respectively.
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- Draws a vertical divider line in the middle of the application window.
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[source code](src/jvmDemo/kotlin/simplexrange/DemoSimplexRange2D01.kt)
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### simplexrange/DemoSimplexRange2D02
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This demo creates a dynamic graphical output utilizing simplex and
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linear interpolation-based color ranges.
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Functionalities:
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- Defines a list of base colors converted to LAB color space for smooth interpolation.
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- Constructs a 3D simplex range and a 2D linear range for color sampling.
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- Randomly populates two sections of the screen with rectangles filled with colors
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sampled from simplex and linear ranges respectively.
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- Draws a vertical divider line in the middle of the application window.
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[source code](src/jvmDemo/kotlin/simplexrange/DemoSimplexRange2D02.kt)
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### simplexrange/DemoSimplexUniform01
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This demo creates a dynamic graphical output utilizing simplex and
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linear interpolation-based color ranges.
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Functionalities:
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- Defines a list of base colors converted to LAB color space for smooth interpolation.
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- Constructs a 3D simplex range and a 2D linear range for color sampling.
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- Randomly populates two sections of the screen with rectangles filled with colors
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sampled from simplex and linear ranges respectively.
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- Draws a vertical divider line in the middle of the application window.
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[source code](src/jvmDemo/kotlin/simplexrange/DemoSimplexUniform01.kt)
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### simplexrange/DemoSimplexUniform02
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This demo creates a dynamic graphical output utilizing simplex and
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linear interpolation-based color ranges.
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Functionalities:
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- Defines a list of base colors converted to LAB color space for smooth interpolation.
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- Constructs a 3D simplex range and a 2D linear range for color sampling.
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- Randomly populates two sections of the screen with rectangles filled with colors
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sampled from simplex and linear ranges respectively.
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- Draws a vertical divider line in the middle of the application window.
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[source code](src/jvmDemo/kotlin/simplexrange/DemoSimplexUniform02.kt)
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