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【視覺基礎篇】16 # 如何使用噪聲生成複雜的紋理?

說明

【跟月影學可視化】學習筆記。

什麼是噪聲?

實體學上,噪聲指一切不規則的信号(不一定要是聲音),比如電磁噪聲,熱噪聲,無線電傳輸時的噪聲,雷射器噪聲,光纖通信噪聲,照相機拍攝圖檔時畫面的噪聲等。

如何實作噪聲函數?

我們知道随機數是離散的,如果對離散的随機點進行插值,可以讓每個點之間的值連續過渡,然後使用 smoothstep 或者平滑的三次樣條來插值,就可以形成一條連續平滑的随機曲線。

對離散的随機值進行插值又被稱為插值噪聲(​

​Value Noise​

​)。缺點:它的值的梯度不均勻。最直覺的表現就是,二維噪聲圖像有明顯的“塊狀”特點,不夠平滑。

<!DOCTYPE html>
<html lang="en">
    <head>
        <meta charset="UTF-8" />
        <meta name="viewport" content="width=device-width, initial-scale=1.0" />
        <title>如何實作噪聲函數</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;

                // 随機函數
                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直接等于随機函數傳回值,這樣d不連續
                    // float d = random(i);
                    // 線段的首尾就會連起來,得到一段連續的折線。
                    // float d = mix(random(i), random(i + 1.0), f);
                    // 下面兩種都得到一條連續并且平滑的曲線
                    // 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>      
【視覺基礎篇】16 # 如何使用噪聲生成複雜的紋理?

在 2D 中,除了在一條線的兩點​

​(fract(x) 和 fract(x)+1.0)​

​​中插值,我們将在一個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​​

【視覺基礎篇】16 # 如何使用噪聲生成複雜的紋理?

把 st 與方形區域的四個頂點(對應四個向量)做插值,這樣就能得到二維噪聲。

<!DOCTYPE html>
<html lang="en">
    <head>
        <meta charset="UTF-8" />
        <meta name="viewport" cnotallow="width=device-width, initial-scale=1.0" />
        <title>二維噪聲</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);
                }

                // 二維噪聲,對st與方形區域的四個頂點插值
                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>      
【視覺基礎篇】16 # 如何使用噪聲生成複雜的紋理?

噪聲的應用

實作類似于水滴滾過物體表面的效果

結合噪聲和距離場,來實作類似于水滴滾過物體表面的效果。

<!DOCTYPE html>
<html lang="en">
    <head>
        <meta charset="UTF-8" />
        <meta name="viewport" cnotallow="width=device-width, initial-scale=1.0" />
        <title>實作類似于水滴滾過物體表面的效果</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>      
【視覺基礎篇】16 # 如何使用噪聲生成複雜的紋理?

實作類似于木頭的條紋

使用不同的距離場構造方式,加上旋轉噪聲,構造出類似于木頭的條紋。

<!DOCTYPE html>
<html lang="en">
    <head>
        <meta charset="UTF-8" />
        <meta name="viewport" cnotallow="width=device-width, initial-scale=1.0" />
        <title>實作類似于木頭的條紋</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>      
【視覺基礎篇】16 # 如何使用噪聲生成複雜的紋理?

梯度噪聲

插值噪聲的缺點可以使用另一種噪聲算法來解決,梯度噪聲是對随機的二維向量來插值,而不是一維的随機數。這樣我們就能夠獲得更加平滑的噪聲效果。

可以參考這個例子:​​https://www.shadertoy.com/view/XdXGW8​​

【視覺基礎篇】16 # 如何使用噪聲生成複雜的紋理?
<!DOCTYPE html>
<html lang="en">
    <head>
        <meta charset="UTF-8" />
        <meta name="viewport" cnotallow="width=device-width, initial-scale=1.0" />
        <title>梯度噪聲</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);
                }

                // Gradient Noise by Inigo Quilez - iq/2013
                // https://www.shadertoy.com/view/XdXGW8
                float noise(vec2 st) {
                    vec2 i = floor(st);
                    vec2 f = fract(st);
                    vec2 u = f * f * (3.0 - 2.0 * f);

                    return mix( mix( dot( random2(i + vec2(0.0,0.0) ), f - vec2(0.0,0.0) ),
                        dot( random2(i + vec2(1.0,0.0) ), f - vec2(1.0,0.0) ), u.x),
                        mix( dot( random2(i + vec2(0.0,1.0) ), f - vec2(0.0,1.0) ),
                        dot( random2(i + vec2(1.0,1.0) ), f - vec2(1.0,1.0) ), u.x), u.y
                    );
                }

                void main() {
                    vec2 st = vUv * 20.0;
                    gl_FragColor.rgb = vec3(0.5 * noise(st) + 0.5);
                    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>      
【視覺基礎篇】16 # 如何使用噪聲生成複雜的紋理?

用噪聲實作雲霧效果

Smooth HSV :​​https://www.shadertoy.com/view/MsS3Wc​​

【視覺基礎篇】16 # 如何使用噪聲生成複雜的紋理?
<!DOCTYPE html>
<html lang="en">
    <head>
        <meta charset="UTF-8" />
        <meta name="viewport" cnotallow="width=device-width, initial-scale=1.0" />
        <title>用噪聲實作雲霧效果</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;

                //  Function from Iñigo Quiles
                //  https://www.shadertoy.com/view/MsS3Wc
                vec3 hsb2rgb(vec3 c){
                    vec3 rgb = clamp(abs(mod(c.x*6.0+vec3(0.0,4.0,2.0), 6.0)-3.0)-1.0, 0.0, 1.0);
                    rgb = rgb * rgb * (3.0 - 2.0 * rgb);
                    return c.z * mix(vec3(1.0), rgb, c.y);
                }
                
                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
                    );
                }

                #define OCTAVES 6
                float mist(vec2 st) {
                    //Initial values
                    float value = 0.0;
                    float amplitude = 0.5;

                    // Loop of octaves
                    for(int i = 0; i < OCTAVES; i++) {
                        value += amplitude * noise(st);
                        st *= 2.0;
                        amplitude *= 0.5;
                    }
                    return value;
                }

                uniform float uTime;

                void main() {
                    vec2 st = vUv;
                    st.x += 0.1 * uTime; 
                    // gl_FragColor.rgb = vec3(mist(st));
                    gl_FragColor.rgb = hsb2rgb(vec3 (mist(st), 1.0, 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.uniforms.uTime = 0.0;

            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>      
【視覺基礎篇】16 # 如何使用噪聲生成複雜的紋理?

Simplex Noise

Simplex Noise 是 Ken Perlin 在 2001 年的 Siggraph 會議上展示的 Simplex Noise 算法。它有更低的計算複雜度和更少的乘法運算,并且可以用更少的計算量達到更高的次元,而且它制造出的噪聲非常自然。

Simplex Noise 與插值噪聲以及梯度噪聲的不同之處在于,它不是對四邊形進行插值,而是對三角網格進行插值。

如下圖:

【視覺基礎篇】16 # 如何使用噪聲生成複雜的紋理?

該算法的優點:

  • 它有着更低的計算複雜度和更少乘法計算。
  • 它可以用更少的計算量達到更高的次元。
  • 制造出的 noise 沒有明顯的人工痕迹。
  • 有着定義得很精巧的連續的 gradients(梯度),可以大大降低計算成本。
  • 特别易于硬體實作。
<!DOCTYPE html>
<html lang="en">
    <head>
        <meta charset="UTF-8" />
        <meta name="viewport" cnotallow="width=device-width, initial-scale=1.0" />
        <title>Simplex Noise</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;

                vec3 mod289(vec3 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
                vec2 mod289(vec2 x) { return x - floor(x * (1.0 / 289.0)) * 289.0; }
                vec3 permute(vec3 x) { return mod289(((x*34.0)+1.0)*x); }
                
                //
                // Description : GLSL 2D simplex noise function
                //      Author : Ian McEwan, Ashima Arts
                //  Maintainer : ijm
                //     Lastmod : 20110822 (ijm)
                //     License :
                //  Copyright (C) 2011 Ashima Arts. All rights reserved.
                //  Distributed under the MIT License. See LICENSE file.
                //  https://github.com/ashima/webgl-noise
                //
                float noise(vec2 v) {

                    // Precompute values for skewed triangular grid
                    const vec4 C = vec4(0.211324865405187,
                        // (3.0-sqrt(3.0))/6.0
                        0.366025403784439,
                        // 0.5*(sqrt(3.0)-1.0)
                        -0.577350269189626,
                        // -1.0 + 2.0 * C.x
                    0.024390243902439);
                    // 1.0 / 41.0

                    // First corner (x0)
                    vec2 i  = floor(v + dot(v, C.yy));
                    vec2 x0 = v - i + dot(i, C.xx);

                    // Other two corners (x1, x2)
                    vec2 i1 = vec2(0.0);
                    i1 = (x0.x > x0.y)? vec2(1.0, 0.0):vec2(0.0, 1.0);
                    vec2 x1 = x0.xy + C.xx - i1;
                    vec2 x2 = x0.xy + C.zz;

                    // Do some permutations to avoid
                    // truncation effects in permutation
                    i = mod289(i);
                    vec3 p = permute(permute( i.y + vec3(0.0, i1.y, 1.0)) + i.x + vec3(0.0, i1.x, 1.0 ));

                    vec3 m = max(0.5 - vec3(
                        dot(x0,x0),
                        dot(x1,x1),
                        dot(x2,x2)
                    ), 0.0);

                    m = m*m ;
                    m = m*m ;

                    // Gradients:
                    //  41 pts uniformly over a line, mapped onto a diamond
                    //  The ring size 17*17 = 289 is close to a multiple
                    //      of 41 (41*7 = 287)

                    vec3 x = 2.0 * fract(p * C.www) - 1.0;
                    vec3 h = abs(x) - 0.5;
                    vec3 ox = floor(x + 0.5);
                    vec3 a0 = x - ox;

                    // Normalise gradients implicitly by scaling m
                    // Approximation of: m *= inversesqrt(a0*a0 + h*h);
                    m *= 1.79284291400159 - 0.85373472095314 * (a0*a0+h*h);

                    // Compute final noise value at P
                    vec3 g = vec3(0.0);
                    g.x  = a0.x  * x0.x  + h.x  * x0.y;
                    g.yz = a0.yz * vec2(x1.x,x2.x) + h.yz * vec2(x1.y,x2.y);
                    return 130.0 * dot(m, g);
                }

                void main() {
                    vec2 st = vUv * 20.0;
                    gl_FragColor.rgb = vec3(0.5 * noise(st) + 0.5);
                    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>      
【視覺基礎篇】16 # 如何使用噪聲生成複雜的紋理?

網格噪聲

網格噪聲就是将噪聲與網格結合使用的一種紋理生成技術。目前被廣泛應用的程式化紋理技術,用來生成随機網格類的視覺效果,可以用來模拟物體表面的晶格、晶體生長、細胞、微生物等等有趣的效果。

<!DOCTYPE html>
<html lang="en">
    <head>
        <meta charset="UTF-8" />
        <meta name="viewport" cnotallow="width=device-width, initial-scale=1.0" />
        <title>網格噪聲</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;

                vec2 random2(vec2 st){
                    st = vec2( dot(st,vec2(127.1,311.7)), dot(st,vec2(269.5,183.3)) );
                    return fract(sin(st) * 43758.5453123);
                }

                void main() {
                    vec2 st = vUv * 10.0;

                    float d = 1.0;
                    vec2 i_st = floor(st);
                    vec2 f_st = fract(st);

                    vec2 p = random2(i_st);
                    d = distance(f_st, p);
                    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();
        </script>
    </body>
</html>      
【視覺基礎篇】16 # 如何使用噪聲生成複雜的紋理?

上面每個網格是獨立的,并且界限分明,可以計算特征點到目前網格的距離,以及計算它到周圍相鄰的 8 個網格的距離,然後取最小值去實作邊界過渡更圓滑效果。

<!DOCTYPE html>
<html lang="en">
    <head>
        <meta charset="UTF-8" />
        <meta name="viewport" cnotallow="width=device-width, initial-scale=1.0" />
        <title>網格噪聲</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);
                }
            `;

            // 圓滑版本
            const fragment = `
                #ifdef GL_ES
                precision highp float;
                #endif

                varying vec2 vUv;
                uniform float uTime;
                
                vec2 random2(vec2 st){
                    st = vec2(dot(st,vec2(127.1,311.7)), dot(st,vec2(269.5,183.3)));
                    return fract(sin(st) * 43758.5453123);
                }

                void main() {
                    vec2 st = vUv * 10.0;

                    float d = 1.0;
                    vec2 i_st = floor(st);
                    vec2 f_st = fract(st);

                    for(int i = -1; i <= 1; i++) {
                        for(int j = -1; j <= 1; j++) {
                            vec2 neighbor = vec2(float(i), float(j));
                            vec2 p = random2(i_st + neighbor);
                            p = 0.5 + 0.5 * sin(uTime + 6.2831 * p);
                            d = min(d, distance(f_st, neighbor + p));
                        }
                    }

                    gl_FragColor.rgb = vec3(d) + step(d, 0.03);
                    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.uniforms.uTime = 0.0;

            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>      
【視覺基礎篇】16 # 如何使用噪聲生成複雜的紋理?

基于這個圓滑版本我們實作一下細胞動畫效果

<!DOCTYPE html>
<html lang="en">
    <head>
        <meta charset="UTF-8" />
        <meta name="viewport" cnotallow="width=device-width, initial-scale=1.0" />
        <title>網格噪聲模拟生物細胞</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;
                
                vec2 random2(vec2 st){
                    st = vec2(dot(st,vec2(127.1,311.7)), dot(st,vec2(269.5,183.3)));
                    return fract(sin(st) * 43758.5453123);
                }

                void main() {
                    vec2 st = vUv * 10.0;

                    float d = 1.0;
                    vec2 i_st = floor(st);
                    vec2 f_st = fract(st);

                    for(int i = -1; i <= 1; i++) {
                        for(int j = -1; j <= 1; j++) {
                            vec2 neighbor = vec2(float(i), float(j));
                            vec2 p = random2(i_st + neighbor);
                            p = 0.5 + 0.5 * sin(uTime + 6.2831 * p);
                            d = min(d, distance(f_st, neighbor + p));
                        }
                    }

                    gl_FragColor.rgb = vec3(d) + step(d, 0.03);
                    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.uniforms.uTime = 0.0;

            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>      
【視覺基礎篇】16 # 如何使用噪聲生成複雜的紋理?

拓展

網格噪聲(Cellular Noise):​​https://thebookofshaders.com/12/?lan=ch​​

示範例子:​​https://thebookofshaders.com/edit.php#12/vorono-01.frag​​