Polymaps / Procedural Perlin
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Mmbostock
Last edited Aug 20, 2010
Created on Aug 20, 2010
This example displays a procedurally generated Perlin noise pattern rendered as a map using Polymaps. A web worker computes the noise values for each tile, writing RGB pixel data into an array, which is then posted back and displayed as a colorful texture. The code implements Ken Perlin’s classic noise algorithm from scratch, including fade, lerp, and gradient functions, and uses the `postMessage` API to communicate tile data asynchronously. The visualization demonstrates how noise can be generated on demand for arbitrary zoom levels and map coordinates.
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