Cellular noise
Random points⌗
- true randomness is hard
- pseudo random number generators usually don’t have even distribution
- or “slow”
- or cannot be used in a parallel way
- OpenGL does not have random API (reasons above)
And in most cases higher “entropy” is more pleasant to the eyes.
“Solution”: cellular noise
- divide the space into cells
- pick one random point in each cell
- profit - can be processed in a parallel way very efficiently
Classic, canvas based example using the CSS Paint API.
Classic (canvas) vs. shader approach⌗
Classic:
- set pixel colors, draw lines / arcs, fill them
- more pixels/shapes to draw => more time required
- hard to do in a parallel way
Shader:
- you get all the pixels (on a vertex), you have to determine the color of each
- more complex graphics => more time, BUT you need to set the color of all the pixels anyway
- very easy to do in a parallel way