Cplex Syntax to model a proportion constraint - constraints

I am having difficulty with the syntax (and possibly logic) of modelling a proportion constraint in Cplex:
Here is the content of my .dat file:
nPaper = 3;
nWoods = 3;
SalesPrice = [60, 75, 40];
PurcPrice = [50, 40, 30];
ProdCost = [4, 2.8, 2.8]
Demand = [4000, 3800, 3500];
minWood1 = [0.6, 0.65, 0.3];
minWood2 = [0.3, 0.25, 0.4];
and part of the model file:
int nPaper =...;
int nWood =...;
range Paper = 1..nPaper;
range Wood = 1..nWood;
float SalesPrice[Paper] =...;
float PurcPrice[Wood] =...;
float ProdCost[Paper] =...;
float Demand[Paper] =...;
float minSteel[Paper] =...;
float minBronze[Paper] =...;
dvar float+ Blend[Wood][Paper];
dexpr float Revenue= sum(j in Paper) SalesPrice[j]*(sum(i in Wood) Blend[i] [j]);
dexpr float PurchaseCost= sum(j in Wood) PurcPrice[j]*(sum(i in Paper) Blend[j][i]);
dexpr float ProductionCost = sum(j in Paper) ProdCost[j]*(sum(i in Wood) Blend[i][j]);
dexpr float Profit = Revenue - PurchaseCost - ProductionCost;
maximize Profit;
subject to {
forall (j in Paper)
sum(i in Wood) Blend[i][j]== Demand[j];
Problem Constraints: As you can see in the data, there is a minimum Wood value (minWood) for each Paper type that is being produced. The constraint I am trying to add is to specify the minimum proportion for 1 particular wood type (represented in vector minWood1) when mixed with the other two wood types to make paper [j].
In other words, what I've tried to state is: For paper 1, the proportion of wood 1 should be minWood and then also continue to specify other proportions as per the vector.
forall (j in Paper)
sum(i in Wood)minWood1 >= minWood1;
forall (j in Paper)
sum(i in Wood)minWood2 >= minWood2;}
Any assistance would be greatly appreciated.

Related

Maximum cost without cycles

Given an undirected graph with positive edge costs, choose a subset of edges such that there are no cycles and the sum of the cost is maximal.
The input consists of several graphs, each defined with number of vertices n, number of edges m, and m triples x,y,c to indicate an edge between x and y of cost c. The vertices are numbered from 0 to n - 1. It is assumed that 1 ≤ n ≤ 104, 0 ≤ m ≤ 5 n, and 1 ≤ c ≤ 105. there may be more than one edge between two vertices, and even edges with x = y.
#include <iostream>
#include <vector>
using namespace std;
using P = pair<int,int>;
using VE = vector<int>;
using VP = vector<P>;
using VVE = vector<VP>;
int n,m;
VVE G;
VE cost;
VE vist;
VE pare;
int maxim(int x){
if(cost[x] != -1) return cost[x];
cost[x] = 0;
for(P y: G[x]){
if(cost[x] <= y.second + maxim(y.first)){
cost[x] = y.second + maxim(y.first);
}
}
return cost[x];
}
int main() {
while(cin >> n >> m){
G = VVE(n);
cost = VE(n,-1);
pare = VE(n,-1);
for(int i = 0; i < m; ++i){
int x,y,c; cin >> x >> y >> c;
G[x].push_back(P(y,c));
G[y].push_back(P(x,c));
}
int mx = -1;
for(int i = 0; i < n; ++i){
if(mx <= maxim(i)){
mx = maxim(i);
}
}
cout << mx << endl;
}
}
This is my code and I don't know how to solve the problem. I would appreciate help. As you can see the graph is read as a vector of vectors. In which each pair indicates that node x goes to node y with cost c.
As a commenter pointed out, this is the maximum spanning tree problem (which is the same as the minimum spanning tree problem, just negate the costs). That problem can be solved with the greedy algorithm. Initially place every node into a heap on its own. Then in a loop consider the edges in decreasing cost order. If the two endpoints of the considered edge are in the same heap, discard the edge. Otherwise select it and merge the heaps. When you have only one heap left, you can stop, and the selected edges form your solution.

What is the math behind the SVG <feTurbulence> filter?

I'm currently writing a simple SVG interpreter (not exhaustive of course, this would be pretty complicated), and I find myself struggling with the <feTurbulence> filter.
Basically, there are two types of noise that may be generated :
fractalNoise is actually pretty simple to generate, since the original Perlin noise generator can be used (sample code may be found here for example).
turbulence is the default filter, and at first I thought that the only important factor would be that the noise is divergence-free, so I tried applying ∇ x f to a vector field with only the z component non-null, to get a divergence-free 2D random vector field (since ∇.(∇ x f) = 0). The issue is that the resulting noise looks nothing like it's supposed to.
Here is what chrome generates using fractalNoise and turbulence (from here) :
The images generated by chrome
And here are the noises I'm able to generate with the math I described above :
My fractal noise
My first try at turbulent noise
There are a lot of issues here. First of : in the noise generated by the SVG interpreter, I'm not sure that I understand what the colors represent. The fractal noise seems "brigther" than mine, although they both share the same "quality" (mine goes from 0 to 1 on all color channels).
As for the turbulent noise, generating a 2D field means that I only have 2 components to work with, not 3, but most importantly I'm certain that this is not how the actual turbulent noise is generated. Does anyone know what is the math for this noise generator ?
Thanks !
For completeness, here is the GLSL code I'm using for generating octaved Perlin noise (modified from rosettacode, and no normalization/parametrization has already been done) :
uniform float time;
mat3 rotation(float angle, vec3 axis){
float c = cos(angle);
float s = sin(angle);
float t = 1 - c;
float x = axis.x;
float y = axis.y;
float z = axis.z;
return mat3(
vec3(t * x * x + c, t * x * y - s * z, t * x * z + s * y),
vec3(t * x * y + s * z, t * y * y + c, t * y * z - s * x),
vec3(t * x * z - s * y, t * y * z + s * x, t * z * z + c)
);
}
float rand(vec3 c){
return fract(sin(dot(c, vec3(12.9898, 78.233, 32.43983))) * 43758.5453);
}
float noise(vec3 p, float freq){
float unit = 1000/freq;
p = rotation(rand(vec3(23.473, -128.437, 23.439)) * 6.28318531,
normalize(vec3(rand(vec3(-2, 3, 1)), rand(vec3(23.2, 47.3, 82.8)), rand(vec3(-239.3, -4.3, 2.59))))) * p;
vec3 ij = floor(p/unit);
vec3 xy = mod(p,unit)/unit;
xy = .5*(1.-cos(3.1415926535*xy));
float a = rand((ij+vec3(0.,0.,0.)));
float b = rand((ij+vec3(1.,0.,0.)));
float c = rand((ij+vec3(0.,1.,0.)));
float d = rand((ij+vec3(1.,1.,0.)));
float e = rand((ij+vec3(0.,0.,1.)));
float f = rand((ij+vec3(1.,0.,1.)));
float g = rand((ij+vec3(0.,1.,1.)));
float h = rand((ij+vec3(1.,1.,1.)));
float x1 = mix(a, b, xy.x);
float x2 = mix(c, d, xy.x);
float x3 = mix(e, f, xy.x);
float x4 = mix(g, h, xy.x);
float y1 = mix(x1, x2, xy.y);
float y2 = mix(x3, x4, xy.y);
return mix(y1, y2, xy.z);
}
float pNoise(vec3 p, int res){
float persistance = .5;
float n = 0.;
float normK = 0.;
float f = 4.;
float amp = 1.;
int iCount = 0;
for (int i = 0; i<50; i++){
n+=amp*noise(p, f);
f*=2.;
normK+=amp;
amp*=persistance;
if (iCount == res) break;
iCount++;
}
float nf = n/normK;
return nf;
}
void main(){
gl_FragColor = vec4(
pNoise(vec3(gl_FragCoord.xy + vec2(57349.4387, -1271.45738), time), 4),
pNoise(vec3(gl_FragCoord.xy + vec2(9453.32748, 23875.43473), time), 4),
pNoise(vec3(gl_FragCoord.xy + vec2(-28574.323, 125943457.3), time), 4), 1);
}
After further testing, and checking out the code, it really seems like the actual turbulence is only perlin noise in the [-1, 1] range, whose absolute value is then taken.
For reference, here is the image i'm getting with this method :
the result of my turbulence filter using an absolute value
And a turbulent displacement example from my code :
A turbulence displacement example
Thanks !

Finding a specific point on an OBB (Oriented Bounding Box)

Hello, I've got a question which I cannot solve so I need a bit help.
In the picture above you can see an Oriented Bounding Box specified by 4 points (A, B, C, D). There is also a point in space called P. If I cast a ray from P against the OBB the ray is going to intersect the OBB at some point. This point of intersection is called Q in the picture. By the way the ray is always going to be x-axis aligned which means its directional vector is either (1, 0) or (-1,0) if normalized. My goal is to find the point of intersection - Q. Is there a way (if possible computationaly inexpensive) to do so?
Thanks in advance.
One way to do this is to consider each side of the bounding box to be a linear equation of the form y = ax + b, where a is the slope and b is the y-intercept. Then consider the ray from P to be an equation of the form y = c, where c is a constant. Then compare this equation to each of the four other equations to see where it intersects each one. One of these intersections will be our Q, if a Q exists; it's possible that the ray will miss the bounding box entirely. We will need to do a few checks:
Firstly, eliminate all potential Q's that are on the wrong side of P.
Secondly, check each of the four intersections to make sure they are within the bounds of the lines that they represent, and eliminate the ones that are not.
Finally, if any potential Q's remain, the one closest to P will be our Q. If no potential Q's remain, this means that the ray from P misses the bounding box entirely.
For example...
The line drawn from D to B would have a slope equal to (B.y - D.y) / (B.x - D.x) and a y-intercept equal to B.y - B.x * slope. Then the entire equation is y = (B.y - D.y) / (B.x - D.x) * x + B.y - B.x * (B.y - D.y) / (B.x - D.x). Set this equation equal to y = P.y and solve for x:
x = (P.y - B.y + B.x*(B.y - D.y)/(B.x - D.x))*(B.x - D.x)/(B.y - D.y)
The result of this equation will give you the x-value of the intersection. The y-value is P.y. Do this for each of the other 3 lines as well: A-B, A-C, C-D. I will refer to these intersections as Q(D-B), Q(A-B), Q(A-C), and Q(C-D) respectively.
Next, eliminate candidate-Q's that are on the wrong side of P. In our example, this eliminates Q(A-B), since it is way off to the right side of the screen. Mathematically, Q(A-B).x > P.x.
Then eliminate all candidate-Q's that are not on the line they represent. We can do this check by finding the lowest and highest x-values and y-values given by the two points that represent the line. For example, to check that Q(A-C) is on the line A-C, check that C.x <= Q(A-C).x <= A.x and C.y <= Q(A-C).y <= A.y. Q(A-C) passes the test, as well as Q(D-B). However, Q(C-D) does not pass, as it is way off to the left side of the screen, far from the box. Therefore, Q(C-D) is eliminated from candidacy.
Finally, of the two points that remain, Q(A-C) and Q(D-B), we choose Q(D-B) to be our winner, because it is closest to P.
We now can say that the ray from P hits the bounding box at Q(D-B).
Of course, when you implement this in code, you will need to account for divisions by zero. If a line is perfectly vertical, there does not exist a point-slope equation of the line, so you will need to create a separate formula for this case. If a line is perfectly horizontal, it's respective candidate-Q should be automatically eliminated from candidacy, as the ray from P will never touch it.
Edit:
It would be more efficient to only do this process with lines whose two points are on vertically opposite sides of point P. If both points of a line are above P, or they are both below P, they would be eliminated from candidacy from the beginning.
Find the two sides that straddle p on Y. (Test of the form (Ya < Yp) != (Yb < Yp)).
Then compute the intersection points of the horizontal by p with these two sides, and keep the first to the left of p.
If the ray points to the left(right) then it must intersect an edge that connects to the point in the OOB with max(min) x-value. We can determine which edge by simply comparing the y-value of the ray with the y value of the max(min) point and its neighbors. We also need to consider OBBs that are actually axis-aligned, and thus have two points with equal max(min) x-value. Once we have the edge it's simple to confirm that the ray does in fact intersect the OBB and calculate its x-value.
Here's some Java code to illustrate (ideone):
static double nearestX(Point[] obb, int y, int dir)
{
// Find min(max) point
int n = 0;
for(int i=1; i<4; i++)
if((obb[n].x < obb[i].x) == (dir == -1)) n = i;
// Determine next or prev edge
int next = (n+1) % 4;
int prev = (n+3) % 4;
int nn;
if((obb[n].x == obb[next].x) || (obb[n].y < y) == (obb[n].y < obb[next].y))
nn = next;
else
nn = prev;
// Check that the ray intersects the OBB
if(Math.abs(y) > Math.abs(obb[nn].y)) return Double.NaN;
// Standard calculation of x from y for line segment
return obb[n].x + (y-obb[n].y)*(obb[nn].x-obb[n].x)/(obb[nn].y-obb[n].y);
}
Test:
public static void main(String[] args)
{
test("Diamond", new Point[]{p(0, -2), p(2, 0), p(0, 2), p(-2,0)});
test("Square", new Point[]{p(-2, -2), p(2, -2), p(2, 2), p(-2,2)});
}
static void test(String label, Point[] obb)
{
System.out.println(label + ": " + Arrays.toString(obb));
for(int dir : new int[] {-1, 1})
{
for(int y : new int[] {-3, -2, -1, 0, 1, 2, 3})
System.out.printf("(% d, % d) = %.0f\n", y , dir, nearestX(obb, y, dir));
System.out.println();
}
}
Output:
Diamond: [(0,-2), (2,0), (0,2), (-2,0)]
(-3, -1) = NaN
(-2, -1) = 0
(-1, -1) = 1
( 0, -1) = 2
( 1, -1) = 1
( 2, -1) = 0
( 3, -1) = NaN
(-3, 1) = NaN
(-2, 1) = 0
(-1, 1) = -1
( 0, 1) = -2
( 1, 1) = -1
( 2, 1) = 0
( 3, 1) = NaN
Square: [(-2,-2), (2,-2), (2,2), (-2,2)]
(-3, -1) = NaN
(-2, -1) = 2
(-1, -1) = 2
( 0, -1) = 2
( 1, -1) = 2
( 2, -1) = 2
( 3, -1) = NaN
(-3, 1) = NaN
(-2, 1) = -2
(-1, 1) = -2
( 0, 1) = -2
( 1, 1) = -2
( 2, 1) = -2
( 3, 1) = NaN

Approximately reversible function from a pair of floats to a single float?

Some time ago, I came across a pair of functions in some CAD code to encode a set of coordinates (a pair of floats) as a single float (to use as a hash key), and then to unpack that single float back into the original pair.
The forward and backward functions only used standard mathematical operations -- no magic fiddling with bit-level representations of floats, no extracting and interleaving individual digits or anything like that. Obviously the reversal is not perfect in practice, because you lose considerable precision going from two floats to one, but according to the Wikipedia page for the function it should have been exactly invertible given infinite precision arithmetic.
Unfortunately, I don't work on that code anymore, and I've forgotten the name of the function so I can't look it up on Wikipedia again. Anybody know of a named mathematical functions that meets that description?
In a comment, OP clarified that the desired function should map two IEEE-754 binary64 operands into a single such operand. One way to accomplish this is to map each binary64 (double-precision) number into a positive integer in [0, 226-2], and then use a well-known pairing function to map two such integers into a single positive integer the interval [0,252), which is exactly representable in a binary64 which has 52 stored significand ("mantissa") bits.
As the binary64 operands are unrestricted in range per a comment by OP, all binades should be representable with equal relative accuracy, and we need to handle zeroes, infinities, and NaNs as well. For this reason I chose log2() to compress the data. Zeros are treated as the smallest binary64 subnormal, 0x1.0p-1074, which has the consequence that both 0x1.0p-1074 and zero will decompress into zero. The result from log2 falls into the range [-1074, 1024). Since we need to store the sign of the operand, we bias the logarithm value by 1074, giving a result in [0, 2098), then scale that to almost [0, 225), round to the nearest integer, and finally affix the sign of the original binary64 operand. The motivation for almost utilizing the complete range is to leave a little bit of room at the top of the range for special encodings for infinity and NaN (so a single canonical NaN encoding is used).
Since pairing functions known from the literature operate on natural numbers only, we need a mapping from whole numbers to natural numbers. This is easily accomplished by mapping negative whole numbers to odd natural numbers, while positive whole numbers are mapped to even natural numbers. Thus our operands are mapped from (-225, +225) to [0, 226-2]. The pairing function then combines two integers in [0, 226-2] into a single integer in [0, 252).
Different pairing functions known from the literature differ in their scrambling behavior, which may impact the hashing functionality mentioned in the question. They may also differ in their performance. Therefore I am offering a selection of four different pairing functions for the pair() / unpair() implementations in the code below. Please see the comments in the code for corresponding literature references.
Unpacking of the packed operand involves applying the inverse of each packing step in reverse order. The unpairing function gives us two natural integers. These are mapped to two whole numbers, which are mapped to two logarithm values, which are then exponentiated with exp2() to recover the original numbers, with a bit of added work to get special values and the sign correct.
While logarithms are represented with a relative accuracy on the order of 10-8, the expected maximum relative error in final results is on the order of 10-5 due to the well-known error magnification property of exponentiation. Maximum relative error observed for a pack() / unpack() round-trip in extensive testing was 2.167e-5.
Below is my ISO C99 implementation of the algorithm together with a portion of my test framework. This should be portable to other programming languages with a modicum of effort.
#include <stdio.h>
#include <stdlib.h>
#include <stdint.h>
#include <string.h>
#include <math.h>
#include <float.h>
#define SZUDZIK_ELEGANT_PAIRING (1)
#define ROZSA_PETER_PAIRING (2)
#define ROSENBERG_STRONG_PAIRING (3)
#define CHRISTOPH_MICHEL_PAIRING (4)
#define PAIRING_FUNCTION (ROZSA_PETER_PAIRING)
/*
https://groups.google.com/forum/#!original/comp.lang.c/qFv18ql_WlU/IK8KGZZFJx4J
From: geo <gmars...#gmail.com>
Newsgroups: sci.math,comp.lang.c,comp.lang.fortran
Subject: 64-bit KISS RNGs
Date: Sat, 28 Feb 2009 04:30:48 -0800 (PST)
This 64-bit KISS RNG has three components, each nearly
good enough to serve alone. The components are:
Multiply-With-Carry (MWC), period (2^121+2^63-1)
Xorshift (XSH), period 2^64-1
Congruential (CNG), period 2^64
*/
static uint64_t kiss64_x = 1234567890987654321ULL;
static uint64_t kiss64_c = 123456123456123456ULL;
static uint64_t kiss64_y = 362436362436362436ULL;
static uint64_t kiss64_z = 1066149217761810ULL;
static uint64_t kiss64_t;
#define MWC64 (kiss64_t = (kiss64_x << 58) + kiss64_c, \
kiss64_c = (kiss64_x >> 6), kiss64_x += kiss64_t, \
kiss64_c += (kiss64_x < kiss64_t), kiss64_x)
#define XSH64 (kiss64_y ^= (kiss64_y << 13), kiss64_y ^= (kiss64_y >> 17), \
kiss64_y ^= (kiss64_y << 43))
#define CNG64 (kiss64_z = 6906969069ULL * kiss64_z + 1234567ULL)
#define KISS64 (MWC64 + XSH64 + CNG64)
double uint64_as_double (uint64_t a)
{
double r;
memcpy (&r, &a, sizeof r);
return r;
}
#define LOG2_BIAS (1074.0)
#define CLAMP_LOW (exp2(-LOG2_BIAS))
#define SCALE (15993.5193125)
#define NAN_ENCODING (33554430)
#define INF_ENCODING (33554420)
/* check whether argument is an odd integer */
int is_odd_int (double a)
{
return (-2.0 * floor (0.5 * a) + a) == 1.0;
}
/* compress double-precision number into an integer in (-2**25, +2**25) */
double compress (double x)
{
double t;
t = fabs (x);
t = (t < CLAMP_LOW) ? CLAMP_LOW : t;
t = rint ((log2 (t) + LOG2_BIAS) * SCALE);
if (isnan (x)) t = NAN_ENCODING;
if (isinf (x)) t = INF_ENCODING;
return copysign (t, x);
}
/* expand integer in (-2**25, +2**25) into double-precision number */
double decompress (double x)
{
double s, t;
s = fabs (x);
t = s / SCALE;
if (s == (NAN_ENCODING)) t = NAN;
if (s == (INF_ENCODING)) t = INFINITY;
return copysign ((t == 0) ? 0 : exp2 (t - LOG2_BIAS), x);
}
/* map whole numbers to natural numbers. Here: (-2^25, +2^25) to [0, 2^26-2] */
double map_Z_to_N (double x)
{
return (x < 0) ? (-2 * x - 1) : (2 * x);
}
/* Map natural numbers to whole numbers. Here: [0, 2^26-2] to (-2^25, +2^25) */
double map_N_to_Z (double x)
{
return is_odd_int (x) ? (-0.5 * (x + 1)) : (0.5 * x);
}
#if PAIRING_FUNCTION == SZUDZIK_ELEGANT_PAIRING
/* Matthew Szudzik, "An elegant pairing function." In Wolfram Research (ed.)
Special NKS 2006 Wolfram Science Conference, pp. 1-12.
Here: map two natural numbers in [0, 2^26-2] to natural number in [0, 2^52),
and vice versa
*/
double pair (double x, double y)
{
return (x != fmax (x, y)) ? (y * y + x) : (x * x + x + y);
}
void unpair (double z, double *x, double *y)
{
double sqrt_z = trunc (sqrt (z));
double sqrt_z_diff = z - sqrt_z * sqrt_z;
*x = (sqrt_z_diff < sqrt_z) ? sqrt_z_diff : sqrt_z;
*y = (sqrt_z_diff < sqrt_z) ? sqrt_z : (sqrt_z_diff - sqrt_z);
}
#elif PAIRING_FUNCTION == ROZSA_PETER_PAIRING
/*
Rozsa Peter, "Rekursive Funktionen" (1951), p. 44. Via David R. Hagen's blog,
https://drhagen.com/blog/superior-pairing-function/
Here: map two natural numbers in [0, 2^26-2] to natural number in [0, 2^52),
and vice versa
*/
double pair (double x, double y)
{
double mx = fmax (x, y);
double mn = fmin (x, y);
double sel = (mx == x) ? 0 : 1;
return mx * mx + mn * 2 + sel;
}
void unpair (double z, double *x, double *y)
{
double sqrt_z = trunc (sqrt (z));
double sqrt_z_diff = z - sqrt_z * sqrt_z;
double half_diff = trunc (sqrt_z_diff * 0.5);
*x = is_odd_int (sqrt_z_diff) ? half_diff : sqrt_z;
*y = is_odd_int (sqrt_z_diff) ? sqrt_z : half_diff;
}
#elif PAIRING_FUNCTION == ROSENBERG_STRONG_PAIRING
/*
A. L. Rosenberg and H. R. Strong, "Addressing arrays by shells",
IBM Technical Disclosure Bulletin, Vol. 14, No. 10, March 1972,
pp. 3026-3028.
Arnold L. Rosenberg, "Allocating storage for extendible arrays,"
Journal of the ACM, Vol. 21, No. 4, October 1974, pp. 652-670.
Corrigendum, Journal of the ACM, Vol. 22, No. 2, April 1975, p. 308.
Matthew P. Szudzik, "The Rosenberg-Strong Pairing Function", 2019
https://arxiv.org/abs/1706.04129
Here: map two natural numbers in [0, 2^26-2] to natural number in [0, 2^52),
and vice versa
*/
double pair (double x, double y)
{
double mx = fmax (x, y);
return mx * mx + mx + x - y;
}
void unpair (double z, double *x, double *y)
{
double sqrt_z = trunc (sqrt (z));
double sqrt_z_diff = z - sqrt_z * sqrt_z;
*x = (sqrt_z_diff < sqrt_z) ? sqrt_z_diff : sqrt_z;
*y = (sqrt_z_diff < sqrt_z) ? sqrt_z : (2 * sqrt_z - sqrt_z_diff);
}
#elif PAIRING_FUNCTION == CHRISTOPH_MICHEL_PAIRING
/*
Christoph Michel, "Enumerating a Grid in Spiral Order", September 7, 2016,
https://cmichel.io/enumerating-grid-in-spiral-order. Via German Wikipedia,
https://de.wikipedia.org/wiki/Cantorsche_Paarungsfunktion
Here: map two natural numbers in [0, 2^26-2] to natural number in [0, 2^52),
and vice versa
*/
double pair (double x, double y)
{
double mx = fmax (x, y);
return mx * mx + mx + (is_odd_int (mx) ? (x - y) : (y - x));
}
void unpair (double z, double *x, double *y)
{
double sqrt_z = trunc (sqrt (z));
double sqrt_z_diff = z - sqrt_z * (sqrt_z + 1);
double min_clamp = fmin (sqrt_z_diff, 0);
double max_clamp = fmax (sqrt_z_diff, 0);
*x = is_odd_int (sqrt_z) ? (sqrt_z + min_clamp) : (sqrt_z - max_clamp);
*y = is_odd_int (sqrt_z) ? (sqrt_z - max_clamp) : (sqrt_z + min_clamp);
}
#else
#error unknown PAIRING_FUNCTION
#endif
/* Lossy pairing function for double precision numbers. The maximum round-trip
relative error is about 2.167e-5
*/
double pack (double a, double b)
{
double c, p, q, s, t;
p = compress (a);
q = compress (b);
s = map_Z_to_N (p);
t = map_Z_to_N (q);
c = pair (s, t);
return c;
}
/* Unpairing function for double precision numbers. The maximum round-trip
relative error is about 2.167e-5 */
void unpack (double c, double *a, double *b)
{
double s, t, u, v;
unpair (c, &s, &t);
u = map_N_to_Z (s);
v = map_N_to_Z (t);
*a = decompress (u);
*b = decompress (v);
}
int main (void)
{
double a, b, c, ua, ub, relerr_a, relerr_b;
double max_relerr_a = 0, max_relerr_b = 0;
#if PAIRING_FUNCTION == SZUDZIK_ELEGANT_PAIRING
printf ("Testing with Szudzik's elegant pairing function\n");
#elif PAIRING_FUNCTION == ROZSA_PETER_PAIRING
printf ("Testing with Rozsa Peter's pairing function\n");
#elif PAIRING_FUNCTION == ROSENBERG_STRONG_PAIRING
printf ("Testing with Rosenberg-Strong pairing function\n");
#elif PAIRING_FUNCTION == CHRISTOPH_MICHEL_PAIRING
printf ("Testing with C. Michel's spiral pairing function\n");
#else
#error unkown PAIRING_FUNCTION
#endif
do {
a = uint64_as_double (KISS64);
b = uint64_as_double (KISS64);
c = pack (a, b);
unpack (c, &ua, &ub);
if (!isnan(ua) && !isinf(ua) && (ua != 0)) {
relerr_a = fabs ((ua - a) / a);
if (relerr_a > max_relerr_a) {
printf ("relerr_a= %15.8e a=% 23.16e ua=% 23.16e\n",
relerr_a, a, ua);
max_relerr_a = relerr_a;
}
}
if (!isnan(ub) && !isinf(ub) && (ub != 0)) {
relerr_b = fabs ((ub - b) / b);
if (relerr_b > max_relerr_b) {
printf ("relerr_b= %15.8e b=% 23.16e ub=% 23.16e\n",
relerr_b, b, ub);
max_relerr_b = relerr_b;
}
}
} while (1);
return EXIT_SUCCESS;
}
I don't know the name of the function, but you can normalize the 2 values x and y to the range [0, 1] using some methods like
X = arctan(x)/π + 0.5
Y = arctan(y)/π + 0.5
At this point X = 0.a1a2a3... and Y = 0.b1b2b3... Now just interleave the digits we can get a single float with value 0.a1b1a2b2a3b3...
At the receiving site just slice the bits and get back x and y from X and Y
x = tan((X - 0.5)π)
y = tan((Y - 0.5)π)
This works in decimal but also works in binary and of course it'll be easier to manipulate the binary digits directly. But probably you'll need to normalize the values to [0, ½] or [½, 1] to make the exponents the same. You can also avoid the use of bit manipulation by utilizing the fact that the significand part is always 24 bits long and we can just store x and y in the high and low parts of the significand. The result paired value is
r = ⌊X×212⌋/212 + Y/212
⌊x⌋ is the floor symbol. Now that's a pure math solution!
If you know the magnitudes of the values are always close to each other then you can improve the process by aligning the values' radix points to normalize and take the high 12 significant bits of the significand to merge together, no need to use atan
In case the range of the values is limited then you can normalize by this formula to avoid the loss of precision due to atan
X = (x - min)/(max - min)
Y = (y - min)/(max - min)
But in this case there's a way to combine the values just with pure mathematical functions. Suppose the values are in the range [0, max] the the value is r = x*max + y. To reverse the operation:
x = ⌊r/max⌋;
y = r mod max
If min is not zero then just shift the range accordingly
Read more in Is there a mathematical function that converts two numbers into one so that the two numbers can always be extracted again?

Perlin noise for terrain generation

I'm trying to implement 2D Perlin noise to create Minecraft-like terrain (Minecraft doesn't actually use 2D Perlin noise) without overhangs or caves and stuff.
The way I'm doing it, is by creating a [50][20][50] array of cubes, where [20] will be the maximum height of the array, and its values will be determined with Perlin noise. I will then fill that array with arrays of cube.
I've been reading from this article and I don't understand, how do I compute the 4 gradient vector and use it in my code? Does every adjacent 2D array such as [2][3] and [2][4] have a different 4 gradient vector?
Also, I've read that the general Perlin noise function also takes a numeric value that will be used as seed, where do I put that in this case?
I'm going to explain Perlin noise using working code, and without relying on other explanations. First you need a way to generate a pseudo-random float at a 2D point. Each point should look random relative to the others, but the trick is that the same coordinates should always produce the same float. We can use any hash function to do that - not just the one that Ken Perlin used in his code. Here's one:
static float noise2(int x, int y) {
int n = x + y * 57;
n = (n << 13) ^ n;
return (float) (1.0-((n*(n*n*15731+789221)+1376312589)&0x7fffffff)/1073741824.0);
}
I use this to generate a "landscape" landscape[i][j] = noise2(i,j); (which I then convert to an image) and it always produces the same thing:
...
But that looks too random - like the hills and valleys are too densely packed. We need a way of "stretching" each random point over, say, 5 points. And for the values between those "key" points, you want a smooth gradient:
static float stretchedNoise2(float x_float, float y_float, float stretch) {
// stretch
x_float /= stretch;
y_float /= stretch;
// the whole part of the coordinates
int x = (int) Math.floor(x_float);
int y = (int) Math.floor(y_float);
// the decimal part - how far between the two points yours is
float fractional_X = x_float - x;
float fractional_Y = y_float - y;
// we need to grab the 4x4 nearest points to do cubic interpolation
double[] p = new double[4];
for (int j = 0; j < 4; j++) {
double[] p2 = new double[4];
for (int i = 0; i < 4; i++) {
p2[i] = noise2(x + i - 1, y + j - 1);
}
// interpolate each row
p[j] = cubicInterp(p2, fractional_X);
}
// and interpolate the results each row's interpolation
return (float) cubicInterp(p, fractional_Y);
}
public static double cubicInterp(double[] p, double x) {
return cubicInterp(p[0],p[1],p[2],p[3], x);
}
public static double cubicInterp(double v0, double v1, double v2, double v3, double x) {
double P = (v3 - v2) - (v0 - v1);
double Q = (v0 - v1) - P;
double R = v2 - v0;
double S = v1;
return P * x * x * x + Q * x * x + R * x + S;
}
If you don't understand the details, that's ok - I don't know how Math.cos() is implemented, but I still know what it does. And this function gives us stretched, smooth noise.
->
The stretchedNoise2 function generates a "landscape" at a certain scale (big or small) - a landscape of random points with smooth slopes between them. Now we can generate a sequence of landscapes on top of each other:
public static double perlin2(float xx, float yy) {
double noise = 0;
noise += stretchedNoise2(xx, yy, 5) * 1; // sample 1
noise += stretchedNoise2(xx, yy, 13) * 2; // twice as influential
// you can keep repeating different variants of the above lines
// some interesting variants are included below.
return noise / (1+2); // make sure you sum the multipliers above
}
To put it more accurately, we get the weighed average of the points from each sample.
( + 2 * ) / 3 =
When you stack a bunch of smooth noise together, usually about 5 samples of increasing "stretch", you get Perlin noise. (If you understand the last sentence, you understand Perlin noise.)
There are other implementations that are faster because they do the same thing in different ways, but because it is no longer 1983 and because you are getting started with writing a landscape generator, you don't need to know about all the special tricks and terminology they use to understand Perlin noise or do fun things with it. For example:
1) 2) 3)
// 1
float smearX = interpolatedNoise2(xx, yy, 99) * 99;
float smearY = interpolatedNoise2(xx, yy, 99) * 99;
ret += interpolatedNoise2(xx + smearX, yy + smearY, 13)*1;
// 2
float smearX2 = interpolatedNoise2(xx, yy, 9) * 19;
float smearY2 = interpolatedNoise2(xx, yy, 9) * 19;
ret += interpolatedNoise2(xx + smearX2, yy + smearY2, 13)*1;
// 3
ret += Math.cos( interpolatedNoise2(xx , yy , 5)*4) *1;
About perlin noise
Perlin noise was developed to generate a random continuous surfaces (actually, procedural textures). Its main feature is that the noise is always continuous over space.
From the article:
Perlin noise is function for generating coherent noise over a space. Coherent noise means that for any two points in the space, the value of the noise function changes smoothly as you move from one point to the other -- that is, there are no discontinuities.
Simply, a perlin noise looks like this:
_ _ __
\ __/ \__/ \__
\__/
But this certainly is not a perlin noise, because there are gaps:
_ _
\_ __/
___/ __/
Calculating the noise (or crushing gradients!)
As #markspace said, perlin noise is mathematically hard. Lets simplify by generating 1D noise.
Imagine the following 1D space:
________________
Firstly, we define a grid (or points in 1D space):
1 2 3 4
________________
Then, we randomly chose a noise value to each grid point (This value is equivalent to the gradient in the 2D noise):
1 2 3 4
________________
-1 0 0.5 1 // random noise value
Now, calculating the noise value for a grid point it is easy, just pick the value:
noise(3) => 0.5
But the noise value for a arbitrary point p needs to be calculated based in the closest grid points p1 and p2 using their value and influence:
// in 1D the influence is just the distance between the points
noise(p) => noise(p1) * influence(p1) + noise(p2) * influence(p2)
noise(2.5) => noise(2) * influence(2, 2.5) + noise(3) * influence(3, 2.5)
=> 0 * 0.5 + 0.5 * 0.5 => 0.25
The end! Now we are able to calculate 1D noise, just add one dimension for 2D. :-)
Hope it helps you understand! Now read #mk.'s answer for working code and have happy noises!
Edit:
Follow up question in the comments:
I read in wikipedia article that the gradient vector in 2d perlin should be length of 1 (unit circle) and random direction. since vector has X and Y, how do I do that exactly?
This could be easily lifted and adapted from the original perlin noise code. Find bellow a pseudocode.
gradient.x = random()*2 - 1;
gradient.y = random()*2 - 1;
normalize_2d( gradient );
Where normalize_2d is:
// normalizes a 2d vector
function normalize_2d(v)
size = square_root( v.x * v.x + v.y * v.y );
v.x = v.x / size;
v.y = v.y / size;
Compute Perlin noise at coordinates x, y
function perlin(float x, float y) {
// Determine grid cell coordinates
int x0 = (x > 0.0 ? (int)x : (int)x - 1);
int x1 = x0 + 1;
int y0 = (y > 0.0 ? (int)y : (int)y - 1);
int y1 = y0 + 1;
// Determine interpolation weights
// Could also use higher order polynomial/s-curve here
float sx = x - (double)x0;
float sy = y - (double)y0;
// Interpolate between grid point gradients
float n0, n1, ix0, ix1, value;
n0 = dotGridGradient(x0, y0, x, y);
n1 = dotGridGradient(x1, y0, x, y);
ix0 = lerp(n0, n1, sx);
n0 = dotGridGradient(x0, y1, x, y);
n1 = dotGridGradient(x1, y1, x, y);
ix1 = lerp(n0, n1, sx);
value = lerp(ix0, ix1, sy);
return value;
}

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