视觉基础篇16 # 如何使用噪声生成复杂的纹理?
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说明
【跟月影学可视化】学习笔记。
什么是噪声?
物理学上,噪声指一切不规则的信号(不一定要是声音),比如电磁噪声,热噪声,无线电传输时的噪声,激光器噪声,光纤通信噪声,照相机拍摄图片时画面的噪声等。
如何实现噪声函数?
我们知道随机数是离散的,如果对离散的随机点进行插值,可以让每个点之间的值连续过渡,然后使用 smoothstep 或者平滑的三次样条来插值,就可以形成一条连续平滑的随机曲线。
对离散的随机值进行插值又被称为插值噪声(Value Noise
)。缺点:它的值的梯度不均匀。最直观的表现就是,二维噪声图像有明显的“块状”特点,不够平滑。
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>如何实现噪声函数</title>
<style>
canvas
border: 1px dashed salmon;
</style>
</head>
<body>
<canvas width="512" height="512"></canvas>
<script src="./common/lib/gl-renderer.js"></script>
<script>
const vertex = `
attribute vec2 a_vertexPosition;
attribute vec2 uv;
varying vec2 vUv;
void main()
gl_PointSize = 1.0;
vUv = uv;
gl_Position = vec4(a_vertexPosition, 1, 1);
`;
const fragment = `
#ifdef GL_ES
precision highp float;
#endif
varying vec2 vUv;
// 随机函数
float random (float x)
return fract(sin(x * 1243758.5453123));
void main()
vec2 st = vUv - vec2(0.5);
st *= 10.0;
float i = floor(st.x);
float f = fract(st.x);
// d直接等于随机函数返回值,这样d不连续
// float d = random(i);
// 线段的首尾就会连起来,得到一段连续的折线。
// float d = mix(random(i), random(i + 1.0), f);
// 下面两种都得到一条连续并且平滑的曲线
// float d = mix(random(i), random(i + 1.0), smoothstep(0.0, 1.0, f));
float d = mix(random(i), random(i + 1.0), f * f * (3.0 - 2.0 * f));
gl_FragColor.rgb = (smoothstep(st.y - 0.05, st.y, d) - smoothstep(st.y, st.y + 0.05, d)) * vec3(1.0);
gl_FragColor.a = 1.0;
`;
const canvas = document.querySelector("canvas");
const renderer = new GlRenderer(canvas);
const program = renderer.compileSync(fragment, vertex);
renderer.useProgram(program);
renderer.setMeshData([
positions: [
[-1, -1],
[-1, 1],
[1, 1],
[1, -1],
],
attributes:
uv: [
[0, 0],
[0, 1],
[1, 1],
[1, 0],
],
,
cells: [
[0, 1, 2],
[2, 0, 3],
],
,
]);
renderer.render();
</script>
</body>
</html>
在 2D 中,除了在一条线的两点(fract(x) 和 fract(x)+1.0)
中插值,我们将在一个平面上的方形的四角(fract(st), fract(st)+vec2(1.,0.), fract(st)+vec2(0.,1.) 和 fract(st)+vec2(1.,1.))
中插值。https://thebookofshaders.com/11/?lan=ch
把 st 与方形区域的四个顶点(对应四个向量)做插值,这样就能得到二维噪声。
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>二维噪声</title>
<style>
canvas
border: 1px dashed salmon;
</style>
</head>
<body>
<canvas width="512" height="512"></canvas>
<script src="./common/lib/gl-renderer.js"></script>
<script>
const vertex = `
attribute vec2 a_vertexPosition;
attribute vec2 uv;
varying vec2 vUv;
void main()
gl_PointSize = 1.0;
vUv = uv;
gl_Position = vec4(a_vertexPosition, 1, 1);
`;
const fragment = `
#ifdef GL_ES
precision highp float;
#endif
varying vec2 vUv;
float random (vec2 st)
return fract(sin(dot(st.xy, vec2(12.9898,78.233)))*43758.5453123);
// 二维噪声,对st与方形区域的四个顶点插值
highp float noise(vec2 st)
vec2 i = floor(st);
vec2 f = fract(st);
vec2 u = f * f * (3.0 - 2.0 * f);
return mix( mix( random( i + vec2(0.0,0.0) ),
random( i + vec2(1.0,0.0) ), u.x),
mix( random( i + vec2(0.0,1.0) ),
random( i + vec2(1.0,1.0) ), u.x), u.y);
void main()
vec2 st = vUv * 20.0;
gl_FragColor.rgb = vec3(noise(st));
gl_FragColor.a = 1.0;
`;
const canvas = document.querySelector("canvas");
const renderer = new GlRenderer(canvas);
const program = renderer.compileSync(fragment, vertex);
renderer.useProgram(program);
renderer.setMeshData([
positions: [
[-1, -1],
[-1, 1],
[1, 1],
[1, -1],
],
attributes:
uv: [
[0, 0],
[0, 1],
[1, 1],
[1, 0],
],
,
cells: [
[0, 1, 2],
[2, 0, 3],
],
,
]);
renderer.render();
</script>
</body>
</html>
噪声的应用
实现类似于水滴滚过物体表面的效果
结合噪声和距离场,来实现类似于水滴滚过物体表面的效果。
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>实现类似于水滴滚过物体表面的效果</title>
<style>
canvas
border: 1px dashed salmon;
</style>
</head>
<body>
<canvas width="512" height="512"></canvas>
<script src="./common/lib/gl-renderer.js"></script>
<script>
const vertex = `
attribute vec2 a_vertexPosition;
attribute vec2 uv;
varying vec2 vUv;
void main()
gl_PointSize = 1.0;
vUv = uv;
gl_Position = vec4(a_vertexPosition, 1, 1);
`;
const fragment = `
#ifdef GL_ES
precision highp float;
#endif
varying vec2 vUv;
uniform float uTime;
float random (vec2 st)
return fract(sin(dot(st.xy, vec2(12.9898,78.233)))*43758.5453123);
highp float noise(vec2 st)
vec2 i = floor(st);
vec2 f = fract(st);
vec2 u = f * f * (3.0 - 2.0 * f);
return mix( mix( random( i + vec2(0.0,0.0) ),
random( i + vec2(1.0,0.0) ), u.x),
mix( random( i + vec2(0.0,1.0) ),
random( i + vec2(1.0,1.0) ), u.x), u.y);
void main()
vec2 st = mix(vec2(-10, -10), vec2(10, 10), vUv);
float d = distance(st, vec2(0));
d *= noise(uTime + st);
d = smoothstep(0.0, 1.0, d) - step(1.0, d);
gl_FragColor.rgb = vec3(d);
gl_FragColor.a = 1.0;
`;
const canvas = document.querySelector("canvas");
const renderer = new GlRenderer(canvas);
const program = renderer.compileSync(fragment, vertex);
renderer.useProgram(program);
renderer.setMeshData([
positions: [
[-1, -1],
[-1, 1],
[1, 1],
[1, -1],
],
attributes:
uv: [
[0, 0],
[0, 1],
[1, 1],
[1, 0],
],
,
cells: [
[0, 1, 2],
[2, 0, 3],
],
,
]);
renderer.render();
function update(t)
renderer.uniforms.uTime = t / 1000;
requestAnimationFrame(update);
update(0);
</script>
</body>
</html>
实现类似于木头的条纹
使用不同的距离场构造方式,加上旋转噪声,构造出类似于木头的条纹。
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>实现类似于木头的条纹</title>
<style>
canvas
border: 1px dashed salmon;
</style>
</head>
<body>
<canvas width="512" height="512"></canvas>
<script src="./common/lib/gl-renderer.js"></script>
<script>
const vertex = `
attribute vec2 a_vertexPosition;
attribute vec2 uv;
varying vec2 vUv;
void main()
gl_PointSize = 1.0;
vUv = uv;
gl_Position = vec4(a_vertexPosition, 1, 1);
`;
const fragment = `
#ifdef GL_ES
precision highp float;
#endif
varying vec2 vUv;
uniform float uTime;
float random (vec2 st)
return fract(sin(dot(st.xy, vec2(12.9898,78.233)))*43758.5453123);
highp float noise(vec2 st)
vec2 i = floor(st);
vec2 f = fract(st);
vec2 u = f * f * (3.0 - 2.0 * f);
return mix( mix( random( i + vec2(0.0,0.0) ),
random( i + vec2(1.0,0.0) ), u.x),
mix( random( i + vec2(0.0,1.0) ),
random( i + vec2(1.0,1.0) ), u.x), u.y);
float lines(in vec2 pos, float b)
float scale = 10.0;
pos *= scale;
return smoothstep(0.0, 0.5 + b * 0.5, abs((sin(pos.x * 3.1415) + b * 2.0)) * 0.5);
vec2 rotate(vec2 v0, float ang)
float sinA = sin(ang);
float cosA = cos(ang);
mat3 m = mat3(cosA, -sinA, 0, sinA, cosA, 0, 0, 0, 1);
return (m * vec3(v0, 1.0)).xy;
void main()
vec2 st = vUv.yx * vec2(10.0, 3.0);
st = rotate(st, noise(st));
float d = lines(st, 0.5);
gl_FragColor.rgb = 1.0 - vec3(d);
gl_FragColor.a = 1.0;
`;
const canvas = document.querySelector("canvas");
const renderer = new GlRenderer(canvas);
const program = renderer.compileSync(fragment, vertex);
renderer.useProgram(program);
renderer.setMeshData([
positions: [
[-1, -1],
[-1, 1],
[1, 1],
[1, -1],
],
attributes:
uv: [
[0, 0],
[0, 1],
[1, 1],
[1, 0],
],
,
cells: [
[0, 1, 2],
[2, 0, 3],
],
,
]);
renderer.render();
function update(t)
renderer.uniforms.uTime = t / 1000;
requestAnimationFrame(update);
update(0);
</script>
</body>
</html>
梯度噪声
插值噪声的缺点可以使用另一种噪声算法来解决,梯度噪声是对随机的二维向量来插值,而不是一维的随机数。这样我们就能够获得更加平滑的噪声效果。
可以参考这个例子:https://www.shadertoy.com/view/XdXGW8
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>梯度噪声</title>
<style>
canvas
border: 1px dashed salmon;
</style>
</head>
<body>
<canvas width="512" height="512"></canvas>
<script src="./common/lib/gl-renderer.js"></script>
<script>
const vertex = `
attribute vec2 a_vertexPosition;
attribute vec2 uv;
varying vec2 vUv;
void main()
gl_PointSize = 1.0;
vUv = uv;
gl_Position = vec4(a_vertexPosition, 1, 1);
`;
const fragment = `
#ifdef GL_ES
precision highp float;
#endif
varying vec2 vUv;
vec2 random2(vec2 st)
st = vec2( dot(st,vec2(127.1,311.7)), dot(st,vec2(269.5,183.3)) );
return -1.0 + 2.0 * fract(sin(st) * 43758.5453123);
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