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- I know this is pretty old, but maybe it can still be useful for someone else. I've built a javascript app that renders Perlin and Simplex noise to an HTML5 canvas, check it out here: http://lencinhaus.github.com/canvas-noise. The app allows to tweak every parameter involved in noise calculation and rendering and to save the resulting texture. It also adds the parameters to the URL, so that it can be shared. For example
- es roughly how zoomed in our noise is going to... Step 2: . Assign a random gradient vector of unit length to each node of the grid. A random gradient vector of unit... Step 3: . We need to accept the.
- NOISE! This is a simple library for 2d & 3d perlin noise and simplex noise in javascript. Noise is pretty. The library is pretty fast (10M queries / sec). But its still way slower than using a shader. For example, if you try and update an entire screen's worth of pixels, it'll be slow. The code is based on Stefan Gustavson's implementation. Do whatever you want with it, etc
- The return value from noise() is a double-precision floating point number in the range 0..1. Actually, in Perlin's original code, the return value can range from -1 to 1.0, but in my JavaScript port (below), I clamp the return to 0..1. Here's the code: // This is a port of Ken Perlin's Java code. The // original Java code is at http://cs.nyu.edu/%7Eperlin/noise/. // Note that in this version, a number from 0 to 1 is returned. PerlinNoise = new function() { this.noise = function(x.

- Procedural generation Procedural generation is a class of techniques that allow you to generate data, typically game content such as random maps or game textures. Procedural generation is used widely for all sorts of things, from creating simple linear graphs of curves to making heatmaps and randomized textured terrain. In this guide I will explain how to use Perlin Noise, a very popular.
- Raw. perlin.js. // Perlin Noise. // from: http://www.xna-connection.com/post/Algorithme-de-Perlin-Noise-en-C. var Perlin = function () {. var mask = 0xff; var size = mask + 1; var values = new Uint8Array(size * 2)
- two Perlin noise generators in javascript. The simplex version is about 10% faster (in Chrome at least, haven't tried other browsers) // Read Stefan's excellent paper for details on how this code works. * You can pass in a random number generator object if you like. * It is assumed to have a random () method
- Perlin noise was invented in the eighties and has since been used countless times to generate natural-looking visual effects in films and games. If you google perlin noise, you will get a trove of articles and code. However, in my opinion, a beginner will have a hard time figuring out how it really works
- The Perlin noise is a kind of gradient noise invented by Ken Perlin around the end of the twentieth century and still currently heavily used in computer graphics, most notably to procedurally generate textures or heightmaps. The Perlin noise is basically a pseudo-random mapping o
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* This allows more of the underlying Simplex/Perlin noise to show through*. The upper shape pushes down anything away from the middle of the map. In the upper shape is less aggressive, pushing down only near the edges, and the lower shape mildly pushes upwards near the middle. There are many other shapes to try Perlin noise is a popular procedural generation algorithm invented by Ken Perlin. It can be used to generate things like textures and terrain procedurally, meaning without them being manually made by an artist or designer. The algorithm can have 1 or more dimensions, which is basically the number of inputs it gets

Perlin noise is a pseudo-random pattern of float values generated across a 2D plane (although the technique does generalise to three or more dimensions, this is not implemented in Unity). The noise does not contain a completely random value at each point but rather consists of waves whose values gradually increase and decrease across the pattern Perlin Noise is an extremely powerful algorithm that is used often in procedural content generation. It is especially useful for games and other visual media such as movies. The man who created it, Ken Perlin, won an academy award for the original implementation. In this article I will be exploring his Improved Perlin Noise, published in 2002 Perlin noise is made by blending together gradients that are evenly spaced apart in a grid. By adjusting the spacing, you can change the coarseness of the generated texture. The final image will tile seamlessly if the width and height of the image are whole multiples of the cell spacing Creé una aplicación de JavaScript que procesa el ruido de Perlin y Simplex en un canvas de HTML5. Mírelo aquí: http://lencinhaus.github.com/canvas-noise La aplicación permite ajustar todos los parameters implicados en el cálculo y la representación del ruido y save la textura resultante

- In the fifth part of my Perlin Noise Tutorial, I demonstrate how to use two-dimensional Perlin noise in a p5.js sketch. Code: https://thecodingtrain.com/le..
- Perlin noise does a great job of giving enough detail for ONE scale. I needed the same Perlin noise effect at different scales. Naturally, some smart folks already figured out a nice solution. I simply needed to add additional layers of Perlin noise that are transformed at different scales. This is called adding octaves. Each octave is a layer of Perlin noise that is scaled by some.
- I.4: Graphing 1D Perlin Noise - Perlin Noise and p5.js Tutorial - YouTube. In Part I.4 of my Perlin Noise Tutorial, I graph the values of one-dimensional perlin noise and compare to randomness.
- As a follow-up, I discovered that the implementation of perlin noise in processing P5.js uses the same algorithm as the original 1983 version invented by Ken Perlin. This implementation has noticable directional artifacts that were later resolved in 2001 by improvements to the perlin noise algorithm

ProcessingJS verfügt über eine integrierte Implementierung des Algorithmus für Perlin Noise: die Funktion noise (). Die Funktion noise () akzeptiert ein, zwei oder drei Parameter, da das Rauschen in einer, zwei oder drei Dimensionen berechnet wird. Beginnen wir, indem wir uns zuerst eindimensionales Rauschen anschauen **Perlin** **noise** is typically used to make things look more realistic or live like. As most things in nature do not change instantaneous, using a normal random number generator is not a good option. As we have seen **Perlin** **noise** is a continuous (smooth) function and therefore the result looks much more natural. For more flexibility, we may use different dimensions of **Perlin** **noise**. You can see.

So, Perlin and ValueNoise are a bit different. Perlin Noise. Hovers around the center, like an earthquake needle. Has irregular intervals between peaks. When 2 are animated on x,y (without scaling) - Round loops that cross the 0,0 point frequently. ValueNoise. Looks more like a landscape from the side. Has regular intervals between peak 3D Perlin Noise. In: Generators/Noises. Intermediate. Description. Generates a procedural noise when a baked Position Map is plugged into the input slot. It is meant for use with the GPU engine only. Very similar to Perlin Noise and Gaussian Noise, but instead works in 3D Space, based on the UV coordinates. This noise can be tested with Cube 3D GBuffers as input instead of an actual baked map. Standard Perlin noise is periodic with a period of 256 on each axis but you want a modified noise with a smaller period. \$\endgroup\$ - Nathan Reed Feb 10 '12 at 6:52 \$\begingroup\$ @Nathan Reed If you call noise2 as suggested, you will get periodic results, whether the function itself is periodic or not Perlin noise can be used to generate various effects with natural qualities, such as clouds, landscapes, and patterned textures like marble. Perlin noise has a more organic appearance because it produces a naturally ordered (smooth) sequence of pseudo-random numbers

The noise() function is used to return a number generated by Perlin noise at the given coordinates. This value is semi-random, which means that the value would be fixed for a coordinate for the lifespan of the program. The Perlin noise value is different from the value returned by the random() function as this noise has a more natural and harmonic succession compared to the standard one Aber wir haben hier ein Proof-of-concept, dass Perlin Noise keine Probleme in JavaScript bereitet. Eventuell setz ich mich beim nächsten Teil dieser Serie mal ran und baue mir eine eigene komfortablere Perlin Noise API. Wenn nicht, dann seht ihr beim nächsten Mal wie wir aus den oben beschriebenen Rauschen eine Landschaft generieren . PS: Falls ich euch etwas zu schnell durch den Stoff. Perlin noise is a mathematical formula used to generate 'realistic' structures. It's noise but unlike regular noise it has some coherent structure. Here is regular noise vs. Perlin noise: In.

JavaScript implementation of Perlin noise. Terrain created by Simplex noise. GLSL implementation of Perlin noise. snoise is the actual noise function. To add up the noise components of different harmonics, the function surface3 is used. float surface3 (vec3 coord) {. float height = 0.0; height += abs (snoise (coord)) * 1.0 I've been trying to find an algorithm in JavaScript that generates two-dimensional Perlin noise, but have been utterly unsuccessful. I would like an algorithm for it that returns the noise value for an (x, y) pair. It doesn't need to be smoothed or interpolated, I just need the number. Also, should I post this in other subreddits like r. Perlin noise is typically used to make things look more realistic or live like. As most things in nature do not change instantaneous, using a normal random number generator is not a good option. As we have seen Perlin noise is a continuous (smooth) function and therefore the result looks much more natural. For more flexibility, we may use different dimensions of Perlin noise. You can see.

The javascript package 'pf-perlin' has been updated June 13, 2021 12:00 AM Get all information about this package Hashes for perlin_noise-1.7.tar.gz; Algorithm Hash digest; SHA256: 2a90d3a58c842ac0a9be16719c887b491b73d5af2a815eb17e27fd36d17af0c7: Copy MD

Classic/improved Perlin noise; Simplex noise; Smoothing. This function is used to smooth the transition between on noise value and the other in the noise lattice. More specifically, given a distance d value between two integer noise values in the range [0, 1]: cosine: 0.5 * (1 + cos((1 - d) * π)) hermite: 3d^2 - 2d^3; quintic: 6d^5 - 15d^4 + 10d^3; hermite smoothing was used in the original. Perlin noise is a type of Gradient Noise algorithm, which smooths out visual artifacts compared to Value Noise. Both of these types of fractal noise generation techniques work via pseudo random hashing of grid coordinates which then create a pseudo random value at that grid point implicitly, which can be independently accessed and repeatedly generated with the same value regardless of the.

JavaScript simplex / perlin bruit. Je suis en train de créer un perlin /recto /valeur de bruit de fonction en JavaScript qui va donner des résultats semblables aux suivantes: (Note: cette image a déjà eu un seuil appliqué. Je le veux sans le seuil.) J'ai été à la recherche partout sur l'internet pour 2 jours maintenant ** Mit Perlin-Rauschen lassen sich verschiedene Effekte mit natürlichen Eigenschaften erzeugen, z**. B. Wolken, Landschaften und gemusterte Texturen wie Marmor. Perlin-Noise sieht organischer aus, da er eine natürlich geordnete (Geglättete) Folge von Pseudo-Zufallszahlen erzeugt. Das Diagramm unten zeigt Perlin-Noise im Laufe der Zeit. I've decided to code Perlin noise generator in Java. It works pretty well, I just want to know If I am doing everything right and if it is a valid implementation! PS : The metaVector2f and metaVector2i are just 2D vector classe Python's noise library. There is a well-maintained, but not overly intuitive library to generate Perlin noise. Install with: pip install noise. and then from noise import pnoise2 for example. This very interesting resource on building maps helped me to figure out how to use the library, and is an interesting read Is Perlin Noise a specific algorithm? Or is it a synonym for random terrain generation? You can make a terrain generator with this block (pick random to ()) Yes, that would work, However, that will make a very rough and spiky terrain, and doesn't make the smooth noise the usual Perlin noise would. Here's the picture (again): I honestly have no clue what that picture represents, it looks like a.

If you want to be able to have specific random seeds produce the exact same effect across Java and JavaScript, and if high-quality randomness is not important to you, then one approach might be to implement your own very simple PRNG in-code in both the Java and JavaScript sketches, and completely ignore the respective language built-in random() / Math.random() Using midpoint displacement noise or Simplex/Perlin noise as elevations are also direct uses. Another way to use noise is as a movement from a previous value. For example, if the noise function returns [2, -1, 5] then you can say the first position is 2, the second is 2 + -1 = 1, and the third position is 1 + 5 = 6. Also see random walk [4.

Perlin Noise Shader Tutorial. I was roped into writing this post after Sven Bergström put words into my mouth and told people I would write a post on this in a discussion about his excellent Introduction to Shaders blog post, which used the lava from Bombernauts as an example for a vertex shader.. Perlin noise seems tricky when you look it up on the web initially and you get articles like. * Perlin Noise Animation*. The algorithm for generating Perlin noise is easily modified to make animation sequences. The basic idea is to generate a block of 3D Perlin noise, cut it in slices, and use each slice as an image of the animation sequence. If you use a power of two for the time dimension, the sequence will loop smoothly as well. This sequence can be used for object placement to.

JavaScript; jQuery; Forum ; Über diese Seite / Spenden Linksammlung Statistik FAQ Kontakt Datenschutz Impressum. Registrieren; Einloggen. Passwort vergessen? Eingeloggt bleiben C#:: Aufgabe #219 1 Lösung # 219. Perlin Noise Algorithm. Fortgeschrittener - C# von Z3RP - 20.06.2018 um 16:18 Uhr. Die Aufgabe besteht einen Perlin Noise Algorithmus zu programmieren der 1D-2D funktioniert. So. Я пытаюсь создать функцию JavaScript perlin/simplex/value в JavaScript, которая даст результаты, похожие на следующие: (Примечание: на этом изображении уже была применена привязка. Я хочу, чтобы это было без тревогой. This makes Perlin Noise an ideal method to generate things such as natural-looking landscapes, textures and cloud formations. It is named after Ken Perlin who invented it in 1985 for this very purpose (he would later go on to win an Oscar for Technical Achievement after his method was used to create many special effects in movies). Credits . The particular Perlin noise algorithm used in the. Perlin noise (1D) Practice: Multi-resolution noise. Perlin noise (2D) This is the currently selected item. Practice: Two dimensional noise. Painting your dino skin. Make your own dino skin 2. Bonus Challenge. Video transcript. so far we've been working with purling noise in one dimension but remember the problem we really want to solve is in two dimensions luckily we can apply the exact same. Ich kann kein glattes Simplex-Rauschen in Javascript erzeugen - Javascript, Texturen, Perlin-Rauschen, Simplex-Rauschen Ich habe alles ausprobiert und jeden einzelnen Link gelesen, den ich im Internet in Bezug auf Perlin Noise oder Simplex Noise sehe, und sogar ein paar Javascript-Beispiele zerlegt, von denen ich sehe, dass sie gut funktionieren

With perlin noise we can create smooth and interesting shapes that we wouldn't otherwise be able to make. This series will focus on Perlin Noise, particularly in combination with the curveVertex() function, which we will make heavy use of. When starting out in creative coding, it might be difficult to move away from circular and rectangular shapes, as these seem to be the most natural things. Ahhh perlin noise. I use this algorithm a lot. nice to see it finally represented in song.. 2017-07-03T06:16:56Z Comment by tiffunk. omg this is legit amazing. 2016-10-06T02:15:51Z Comment by FuanJran. HAHAHAHAHAHAHAH. 2016-06-23T16:28:37Z. Users who like Perlin Noise (feat. Daniel Shiffman aka Coding Rainbow) Users who reposted Perlin Noise (feat. Daniel Shiffman aka Coding Rainbow) Playlists. Today I'd like to share with you how I drew and animated an ocean with P5.js Perlin Noise terrain generation in React. Hopefully after reading you will have an idea of what p5 is all about and if it is something that could be of use to you and in your React project. Before we jump into it, let's start with a little context: The Processing project got started by Ben Fry and Casey Reas in. 参考论文：《An Image Synthesizer》 Ken Perlin 如果你是游戏玩家，你也许曾在游戏风景中驻足，并仔细观察草木和岩石的贴图，并感叹于它那看似杂乱而又自然的纹脉。你未必会知道，这里面的很多纹理，并不是美工一个个像素填出来的，也不是相机拍摄出来的，而是由代码自动生成的

Hi everyone, I have written an implementation of Perlin noise with numpy that is pretty fast, and I want to share it with you. The code is available here. Perlin Noise My code looks like the original implementation. The only difference is that I tried to use the vectorized operations of numpy as much as possible instead of for loops. Because as you may know, loops are really slow in Python. There are some quite well known procedural textures generation algorithms used in graphic industry: Voronoi, Perlin noise, simplex noise (a lightweight variation of Perlin noise), reaction-diffusion systems like Turing pattern etc. In this experiment i will implement the Worley noise in Javascript perlin noise. 其实上面所说的固定一部分点的颜色然后进行平滑的方法是一个效果比较差的函数，它其实叫value 噪声，百度柏林噪声第一页就有几篇博客，标题是perlin noise，而实现的是value noise，o (╥﹏╥)o。. 现在就到了perlin噪声的关键环节，我们不固定点的颜色.

Perlin noise is made of many hills though, so hill-climbing is done multiple times, starting at random points, to have the best chance of finding the highest hill. However, hill-climbing works best if the up direction of the hill is known. This is determined using the gradient (derivative) of Perlin noise. This can be worked out analytically, but it's cool to use automatic. Hey all! If you've worked with computer graphics, you've probably run across Perlin Noise before. It's great for making clouds and other textures. It's also a nice way to add the illusion of life to motion, etc. in a way that's a lot less random than, well, random(). I wrote the following Perlin Noise generator for the Arduino. Now all the fun of Processing's noise() function is at. Perlin noise is ubiquitous in modern CGI. Used for procedural texturing, animation, and enhancing realism, Perlin noise has been called the salt of procedural content. Perlin noise is a type of gradient noise, smoothly interpolating across a pseudo-random matrix of values. The noise library includes native-code implementations of Perlin improved noise and Perlin simplex noise. It. ** javascript perlin noise; perlin noise js; perlin noise javascript; perlin noise implementation on a graph js; Learn how Grepper helps you improve as a Developer! INSTALL GREPPER FOR CHROME **. All Perl Answers assuming the servlet is configured properly $_server 'remote_addr' not working properly; 3d perlin noise unity ; append string perl; bash display properly aligned columns; clicking on. A collection of videos about noise algorithms in p5.js (JavaScript) and Processing (Java). #0.2 . Introduction 23 Jun 2016. In this new multi-part Perlin Noise Tutorial, I show you what Perlin noise is and how it can be used in creative coding, more specifically with the p5.js library. In Part I.2 of this series, I introduce you to what Perlin noise is, how it's created and its history.

Perlin Noise Settings Color Type Octaves Scale Persistence Seed Terrain Settings Scale Detail Mountains Seed Shadow Strength Height Sun Position . Colored Textiles Settings Pattern Color Size Double : Tightness Thickness. Perlin noise has a more organic appearance because it produces a naturally ordered (smooth) sequence of pseudo-random numbers. The graph on the left below shows Perlin noise over time, with the x-axis representing time; note the smoothness of the curve. The graph on the right shows pure random numbers over time. (The code for generating these graphs is available in the accompanying book.

Learning how Perlin noise works. I've been learning about Perlin noise by reading articles, and now I want to solidify that learning by implementing it (in HTML5 canvas / Javascript). I'm following these explanations: The Perlin noise math FAQ by Matt Zucker. It describes the original, not the improved Perlin noise, which makes it better for learning the basic concepts Perlin snakes - Sep

O ruído de Perlin pode ser usado para gerar diversos efeitos com qualidades naturais, como nuvens, paisagens e texturas padronizadas, como por exemplo, o mármore. Ele tem uma aparência mais orgânica porque produz uma sequência naturalmente ordenada (suave) de números pseudoaleatórios. O gráfico abaixo mostra o ruído de Perlin no. I recently decided to get some Perlin noise up and running in javascript. I set out looking for something to port, I found a few interesting articles and a few Perlin noise implementations already in javascript. But in the end I went with porting improved noise from Ken Perlin's website Also here is a nearly complete implementation of Perlin noise in UnityScript,although I didn't finish completing it because I didn't understand JavaScript this.noise function. I am sure I will finish it or else you can help if you want the original is here- JavaScript Perlin noise implementation. #pragma strict // This is a port of Ken Perlin 's. //This is not an efficient method whatsoever, this is just an introduction to understanding Perlin Noise. Yes, I know for those of you who don't have top o' the line PC's this is laggy, same here. I am going to make some sort of tutorial series on how to make a smoother Voxel Map, but I am really, really tired right now

Noise3D. Using 3D noise to create simple animated texture. Here, the third dimension ('z') is treated as time. float increment = 0.01; // The noise function's 3rd argument, a global variable that increments once per cycle float zoff = 0.0; // We will increment zoff differently than xoff and yoff float zincrement = 0.02; void setup() { size(640, 360); frameRate(30); } void draw() { // Optional. p5.js a JS client-side library for creating graphic and interactive experiences, based on the core principles of Processing

Processing's **noise** is limited to 3D so I'll introduce openSimplex **noise** (code by Kurt Spencer). To use it paste this code in another tab of your Processing sketch. openSimplex **noise** is similar to **Perlin** **noise** but returns values between -1 and 1 (centered on 0). openSimplex **noise** can be used this way (back to the first example) Perlin noise in JavaScript comparisons. What started as a simple excersize to put theory to practice has once again spun out of control. Well I've just come off three months of programming ActionScript 3 so I needed the distraction (frankly I like js better than as). Plus I never really got into the HTML5 canvas thing and I needed to check that out to. And off course those idiots Apple and. Javascript Object Literals; JSON Basics; JSON + APIS + Callbacks; P5JS DOM; Video and Sound; Login; Search for: Perlin Noise. Perlin Noise All examples are done in p5js. The noise() function is a controllable way to create a series of values that have some randomness. It uses the Perlin Noise technique, developed by Ken Perlin. Originally used for simulating natural textures through subtle.

**Perlin** **noise** with **Javascript** In Three.js a version of the Perling **noise** algorithm is used. They called it improved **Noise**. The **noise**-function is used in the terrain landscaps. The Math.random()-Funktion produces other results, that we can't use in dynamic computer graphics. In our simple example we assume a quite small and simple landscape. For every point in the landscape we have to calcualte. 4. I've created a simple Perlin noise generator in JavaScript and am trying to find ways to optimize it. It lives inside a webpage and generates an image using nothing more than random number generator and a lot of arrays and algebra. The end result is kind of slow. Not unusable, but a lot slower than a Java applet would have been Perlin noise is function for generating coherent noise over a space. Coherent noise means that for any two points in the space, the value of the noise function changes smoothly as you move from one point to the other -- that is, there are no discontinuities. Non-coherent noise (left) and Perlin noise (right) When I talk about a noise function, I mean a function that takes a coordinate in some. HTML & JavaScript Projects for $10 - $30. This experiment uses a lower frequency Perlin Noise to disturb the sphere, and the fragment shader uses three similar noises to create RGB combinations. Additionally, there's a post-process render pas.. It supports 4 axes, meaning that you can either get 4-dimensional Perlin Noise or set a seed for 3D noise! Amazing! How to use. The module only has one function: PerlinNoise.new({X, Y, Z, W}, amplitude, octaves, persistence) {X, Y, Z, W} Table with the coordinates in order. You can leave any of these axes blank and it'll consider them 0 by.

If you just want the source code: The JavaScript Perlin noise generator code is here . I mentioned in a previous post that I was working. island.js : Island map generator in JavaScript View on GitHub island.js Island map generator in JavaScript

How to Code: One Snakey Boi with Perlin Noise (in pure JavaScript) In diesem 45-minütigen Video-Tutorial lernt Ihr, wie man eine Art Regenbogenschnecke mit Perlin-Noise in JavaScript pur und dem HTML5-Canvas programmiert. Perlin-Noise ist in Processing schon als Funktion implementiert und so juckt es mich natürlich in den Fingern, solch eine knallbunte Schlange auch mal in Processing.py, dem. Perlin Noise Library. Use: PerlinNoise.new ( {x,y,z,w}, amplitude, octaves, persistence) (Supports the 4th dimension somewhat, though I'll admit it's a little wonky! Leaving the W axis to 0 gives regular noise instead of my custom 4D algorithm, so leave it to ensure you avoid any trouble.) Any axis from the coordinate argument left blank is. Wer möchte, kann sich zur Generierung einer realistischeren Bewaldung mit dem Perlin-Noise-Algorithmus beschäftigen. JavaScript-Implementierungen finden sich einige auf GitHub. JavaScript-Implementierungen finden sich einige auf GitHub nasrianas.websit

Perlin noise is an interesting tool for generating correlated noise forms on a computer. It's used in a number of applications in computer graphics, animation, and games to produce realistic-looking patterns. I only mentioned it briefly, but one of the reasons its patterns look more realistic than white noise forms is that it has fractal properties. In a later post, I'll explore what I mean by. Also there seems to be a general confusion between what is a Perlin noise function, some websites confuse the Perlin noise function with FBM (Fractal Brownian Motion). In the end I've found a Java reference implementationn of the improved Perlin function written by Ken Perlin himself. Converting this to C++11 was pretty straightforward. Here. Generating terrain in C# unter Verwendung von perlin noise. Arbeite ich auf civilization-Spiel in C# und XNA. Ich benutze ein zweidimensionales integer-array, bestückt mit einer Schleife zu generieren, die Fliesen, ich habe eine Tonne der Forschung und nicht in der Lage gewesen, einen Weg zu finden, zu generieren Erde wie Gelände Abstract. Two deficiencies in the original Noise algorithm are corrected: second order interpolation discontinuity and unoptimal gradient computation. With these defects corrected, Noise both looks better and runs faster. The latter change also makes it easier to define a uniform mathematical reference standard