- From: David Sheets <kosmo.zb@gmail.com>
- Date: Fri, 31 Aug 2012 13:49:24 -0700
- To: "Tab Atkins Jr." <jackalmage@gmail.com>
- Cc: Erik Dahlstrom <ed@opera.com>, www-svg@w3.org, "public-fx@w3.org" <public-fx@w3.org>
On Fri, Aug 31, 2012 at 10:05 AM, Tab Atkins Jr. <jackalmage@gmail.com> wrote: > On Fri, Aug 31, 2012 at 1:57 AM, Erik Dahlstrom <ed@opera.com> wrote: >> On Thu, 30 Aug 2012 18:51:32 +0200, David Dailey <ddailey@zoominternet.net> >> wrote: >>> I know you all found the concepts of declarative randomness a bit >>> distasteful (we're giving a talk on it at the conference in Switzerland, >>> soon) and given the history of society's reaction to randomness, one can >>> perhaps understand if not appreciate that reaction. >>> >>> >>> However, I wondered if thought has been given to Simplex noise in addition >>> to Perlin noise[1]? >> >> >> Some thought has gone into that[2], but there's no concrete proposal for it >> yet. It's listed as issue 15 in the filter draft [3]. >> >> I would like to see a more hardware friendly noise algorithm in the spec, >> e.g simplex noise (or something with the same characteristics), but if we >> want existing content to look the same we can't just switch the algorithm in >> feTurbulence since the algorithm in the spec and the simplex algorithm >> generate slightly different results. But, it may well be that the >> differences are small enough that it would be acceptable, anyhow I think >> that needs to be investigated. >> >> What do other people think? The computational cost of the noise algorithm in >> SVG 1.1 is fairly high, and that does limit what you can use it for in >> practice. If we chose to go for a new noise algorithm I would also like to >> be able to animate the noise continously (I think this means we'd need the >> 3d version of the algorithm). That is, I'd like to simulate say fire or >> smoke, and link the z dimension in the noise algorithm to the time dimension >> so that the animation is continous (without strange gaps and without it >> looking like the result is scrolled along either or both of the x and >> y-axis). > > I *strongly* suggest that we make this decision in concert with > relevant browser devs, so we can get something that's legitimately > implementable by them. I definitely support a decent-quality, fast > noise algorithm, because I desperately want noise usable in CSS. ^_^ Why not through custom shaders? <https://github.com/ashima/webgl-noise> <https://github.com/ashima/webgl-noise/wiki> The above is compatible with WebGL (GLSL ES 1.0) and is purely functional (no uniforms, arrays, textures, external state, &c). Classic Perlin and simplex noise are provided in 2, 3, and 4 dimensions under the MIT (expat) license. > (While we're at it, though, we should pay attention to how it would be > possible to do declarative randomness in properties. Marrying a > stateful RNG with a nominally stateless language is hard. :/ ) Procedural noise can be seeded from time alone. I believe that CSS transitions should be able to provide custom shaders with a fractional completeness value, no? Is there a means in New CSS to create unbounded animation? David Sheets > ~TJ >
Received on Friday, 31 August 2012 20:50:43 UTC