Coding Challenge #136.1: Polar Perlin Noise Loops

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Other Parts of this Challenge:

References:

Videos:

Related Coding Challenges:

Timestamps:
0:00 Introduce coding challenge
1:35 Let's code
1:45 Recreate coding challenge 'Blobby'
4:18 Add Perlin noise
5:25 Highlight the artifact in the blobby shape
6:30 Illustrate Perlin noise in one dimension
7:18 Explain Perlin noise in two dimensions
8:24 Walk noise space in a loop
9:20 Visualize noise space in two dimensions
10:16 Implement noise in two dimensions
11:41 Refine how noise values change over time
12:21 Experiment with different parameters
14:28 Update how noise values change
17:25 Consider creative possibilities
19:04 Additional notes on the noise space
19:21 Explain noise seed
19:47 Introduce noise in higher dimensions
21:28 Conclude coding challenge

Editing by Mathieu Blanchette
Animations by Jason Heglund
Music from Epidemic Sound

#gifloop #perlinnoise #polarcoordinates #p5js #processing
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Truly earns his title of "Bob Ross of programming".

cameron
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It's dark in the room, quiet. Daniel stirs slightly in his slumber.


Suddenly he is sat bolt upright!


"Perlin Noise!"

NatetheAceOfficial
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Love your channel. At first it felt to me as "obnoxious youtuber tries to teach basic programming techniques to people who never tried programming". But later you did such an amazing job with some advanced algorithms like quadtree and some machine learning you've earned a lot of my respect. Keep up the good work, dude!

АндрейБогданов-ог
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14:20 - you eluded to an interesting challenge. You should create a program that creates a font based off of this noise so that each time you write down the letter "o" for example you'll get one of these subtly off circles that is constantly different, and then extrapolate that to the entire alphabet so when you type in your keyboard you get the computer "handwriting" your sentence. Each letter would look unique, similar to handwriting, whereas fonts each letter is made exactly equal.

JonathanChute
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Unbelievable, i needed this kind of thing right now for a project i'm working on, i was going to watch back your asteroids video cause i remember from there something similar, all in all...perfect timing, you are the chosen one!

marcoronzani
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I just started making an Asteroids game today! Loved the video! Thanks, Dan!

TechnicJelle
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Love from France Dan! You are so inspiring and positive. I began coding thanks to you and it was the best thing that could happen to me. Merci beaucoup!!!

mehdiikbal
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Never realized this was it's own concept. Used a very similar approach about 6 or 7 years ago to test attenuating light geometry. The renderer I was working on used calculated geometry to represent lights, everything from spheres, cones, toriods to exotic super shapes. After implementing improved perlin noise in HLSL, up to 4 dimensions I was itching to apply it all over the place in the renderer. One of the first things I did was sample noise space at each vertex of the geometry for the lights and passing that into my lighting equations as an attenuation of the radius. Made lights have the familiar imperfection we see in real life and when animated across time, made for very convincing incandescent light sources even though I kept the attenuation so small that the final image showed no more than a delta of 10 in RGB values. Didn't even occur to me while doing that, that I was playing with a rather interesting usage of perlin noise. Then again are there really any non-interesting uses of perlin noise?

eideticex
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Dude, I am watching your videos for a while now, and i have never seen someone with this kind of sunshine-happyness while coding. Your videos are great! Keep it like this. Awesome work!

Cosmoandcracker
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Very inspiring. Thank you. Once again, I need to go and program my brains out.

waynewedge
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Perlin noise is so awesome, I love learning more about it from this channel

DodaGarcia
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This is fantastic. Cyclic noise feels like the kind of thing a lot of people have wanted and I didn’t realize it existed without summing some sort of time-shifted noise function or some other mumbo jumbo. This is a super elegant solution!

I’m wondering if circles would be any better than, say, a square in this context. Surely any closed loop would have this property, but intuitively it feels like a circle is the “most random, ” even though something like a square is less computationally taxing.

Also, it would be interesting to see what would happen if you put multiple shapes in a perlin noise “field” that acted as a displacement map. If you varied each vertex in a shape by the value of the noise at that vertex, i’d imagine you’d get a really cool effect by moving that shape around or varying the field in 3d.

Anyways, great video!

ericschneider
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How does he have all of that energy
Keep up your work!

kenan
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You channel is always so exciting! Thanks for all the great content over the years.

willb.
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I am so glad you finally did this! I have been wondering about how to fix that blob for over a year now!

jakehenri
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This guy has crazy math/science teacher vibes

BIG_CLARKY
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As always You made it very clear :).thanks.

markuzj.k
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What an awesome video for inspiration! You could theoretically make a 3d random or self-avoiding walk through spherical coordinates (or a 2d polar random walk) and use that as the coordinates for your perlin noise to be able to just have so many random loops

iamsushi
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You're such an amazing teacher. I finally understand what 2D perlin noise means.

MahBor
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EXACTLY the information I was looking for! Thank you so much

alex_bc