- From: Dirk Schulze <dschulze@adobe.com>
- Date: Mon, 3 Sep 2012 07:51:14 -0700
- To: Erik Dahlstrom <ed@opera.com>
- CC: "Tab Atkins Jr." <jackalmage@gmail.com>, David Sheets <kosmo.zb@gmail.com>, "www-svg@w3.org" <www-svg@w3.org>, "public-fx@w3.org" <public-fx@w3.org>
On Sep 3, 2012, at 1:03 AM, Erik Dahlstrom <ed@opera.com> wrote: > On Fri, 31 Aug 2012 22:49:24 +0200, David Sheets <kosmo.zb@gmail.com> > wrote: > >> 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: > ... >>>> 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. > > By not adding a CSS shorthand and a corresponding filter primitive element > we're raising the bar for usage (and requiring every author that wants to > use noise generators to copy these shaders), but you're right that it's > possible to implement this as custom shaders. It's just nicer if this is > part of the required functionality, as is already the case with the > classical perlin noise algorithm in SVG 1.1. Actually, what is the problem of copy pasting shaders or use generators? I think this is more helpful then introducing yet another filter primitive. We already have enough in my eyes. Introducing more makes it harder to maintain those - from the spec and the implementor side. I have nothing against regular used short hands, but another noise filter does not really fit into this concept in my eyes. Greetings, Dirk > > > -- > Erik Dahlstrom, Core Technology Developer, Opera Software > Co-Chair, W3C SVG Working Group > Personal blog: http://my.opera.com/macdev_ed >
Received on Monday, 3 September 2012 14:51:57 UTC