title
Coding Challenge #24: Perlin Noise Flow Field
description
In this coding challenge, I use Perlin noise to create a two-dimensional flow field with the p5.js library. Code: https://thecodingtrain.com/challenges/24-perlin-noise-flow-field
đšī¸ p5.js Web Editor Sketch: https://editor.p5js.org/codingtrain/sketches/vDcIAbfg7
đĨ Previous video: https://youtu.be/ksRoh-10lak?list=PLRqwX-V7Uu6ZiZxtDDRCi6uhfTH4FilpH
đĨ Next video: https://youtu.be/RkuBWEkBrZA?list=PLRqwX-V7Uu6ZiZxtDDRCi6uhfTH4FilpH
đĨ All videos: https://www.youtube.com/playlist?list=PLRqwX-V7Uu6ZiZxtDDRCi6uhfTH4FilpH
References:
đ p5.js noise() reference: https://p5js.org/reference/#/p5/noise
Videos:
đ´ Livestream Archive: https://youtu.be/sor1nwNIP9A
đĨ My videos about Perlin Noise: https://www.youtube.com/playlist?list=PLRqwX-V7Uu6bgPNQAdxQZpJuJCjeOr7VD
Related Coding Challenges:
đ #11 3D Terrain Generation with Perlin Noise in Processing: https://youtu.be/IKB1hWWedMk
đ #132 Fluid Simulation: https://youtu.be/alhpH6ECFvQ
đ #C4 - Coding in the Cabana Worley Noise: https://youtu.be/4066MndcyCk
Timestamps:
0:00 Introduction
0:35 Two dimensional Perlin noise
2:02 Scale
5:08 Create a vector
5:45 Draw vector as a line
7:09 Random angle
8:10 Flow field
9:24 N-dimensional Perlin noise
9:53 Add zoff
11:56 Add Particle class
15:26 Add particles
16:26 Add edges()
17:34 Have particles be affected by vectors
18:34 Flowfield array
21:00 Follow()
22:56 Set magnitude of vectors
26:42 Add alpha
27:36 Store particle's previous position
27:56 Draw line between current and previous position
Editing by Mathieu Blanchette
Animations by Jason Heglund
Music from Epidemic Sound
đ Website: http://thecodingtrain.com/
đž Share Your Creation! https://thecodingtrain.com/guides/passenger-showcase-guide
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đĨ Coding Challenges: https://www.youtube.com/playlist?list=PLRqwX-V7Uu6ZiZxtDDRCi6uhfTH4FilpH
đĨ Intro to Programming: https://www.youtube.com/playlist?list=PLRqwX-V7Uu6Zy51Q-x9tMWIv9cueOFTFA
đ p5.js: https://p5js.org
đ p5.js Web Editor: https://editor.p5js.org/
đ Processing: https://processing.org
đ Code of Conduct: https://github.com/CodingTrain/Code-of-Conduct
This description was auto-generated. If you see a problem, please open an issue: https://github.com/CodingTrain/thecodingtrain.com/issues/new
#perlinnoise #arrays #p5js
detail
{'title': 'Coding Challenge #24: Perlin Noise Flow Field', 'heatmap': [{'end': 533.657, 'start': 479.485, 'weight': 1}, {'end': 1631.839, 'start': 1610.661, 'weight': 0.969}], 'summary': 'Tutorial series explores creating flow fields and particle simulations using 2d and 3d perlin noise visualization in p5.js, aiming for a high frame rate of 60 frames per second, controlling particle speed and movement, and implementing flow field algorithm for enhanced performance.', 'chapters': [{'end': 250.73, 'segs': [{'end': 30.306, 'src': 'embed', 'start': 0.67, 'weight': 0, 'content': [{'end': 2.713, 'text': 'Hello and welcome to another coding challenge.', 'start': 0.67, 'duration': 2.043}, {'end': 6.438, 'text': "In this coding challenge, I'm going to program a visualization that looks just like this.", 'start': 2.873, 'duration': 3.565}, {'end': 9.237, 'text': 'That was for the thumbnail.', 'start': 8.177, 'duration': 1.06}, {'end': 14.76, 'text': "And I'm going to do it in P5.js using JavaScript in the browser.", 'start': 9.918, 'duration': 4.842}, {'end': 19.602, 'text': "What's running over here is an example that I made previously in processing, which will give you higher performance.", 'start': 14.94, 'duration': 4.662}, {'end': 22.523, 'text': "So at the end of this video, perhaps I'll take a look at that very briefly.", 'start': 19.642, 'duration': 2.881}, {'end': 24.604, 'text': "So I'm not going to start from scratch.", 'start': 22.823, 'duration': 1.781}, {'end': 30.306, 'text': 'This video is really going to be built on top of this idea of two-dimensional Perlin noise.', 'start': 25.344, 'duration': 4.962}], 'summary': 'Coding challenge to program a visualization in p5.js using javascript, built on the idea of two-dimensional perlin noise.', 'duration': 29.636, 'max_score': 0.67, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/BjoM9oKOAKY/pics/BjoM9oKOAKY670.jpg'}, {'end': 116.848, 'src': 'embed', 'start': 87.538, 'weight': 1, 'content': [{'end': 94.443, 'text': "what I'm going to do is I'm going to like pour a whole lot of particles into this area, which is known as a flow field.", 'start': 87.538, 'duration': 6.905}, {'end': 99.104, 'text': "this is known as a flow field and I'll pour the particles in and they're going to follow the arrows and we'll see what happens.", 'start': 94.443, 'duration': 4.661}, {'end': 104.807, 'text': 'Okay, so the first thing that I need to do is start revising the code to make vectors instead of pixels.', 'start': 99.505, 'duration': 5.302}, {'end': 106.787, 'text': "So let's take a look at how that might work.", 'start': 105.067, 'duration': 1.72}, {'end': 116.848, 'text': "So I'm going to work with a very low resolution canvas just 200 by 200, just to kind of get things kind of started here.", 'start': 106.807, 'duration': 10.041}], 'summary': 'Creating a flow field to guide particles, transitioning from pixels to vectors for a low-resolution canvas.', 'duration': 29.31, 'max_score': 87.538, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/BjoM9oKOAKY/pics/BjoM9oKOAKY87538.jpg'}, {'end': 172.948, 'src': 'embed', 'start': 148.545, 'weight': 5, 'content': [{'end': 154.89, 'text': "So I'm going to have the columns is going to be the width divided by scale, and I better floor that.", 'start': 148.545, 'duration': 6.345}, {'end': 157.312, 'text': 'Floor is something that gets rid of the decimal place.', 'start': 155.291, 'duration': 2.021}, {'end': 161.496, 'text': "And I'm going to say rows is height divided by scale.", 'start': 157.873, 'duration': 3.623}, {'end': 165.379, 'text': "So now what I want to do is I'm not dealing with pixels anymore.", 'start': 162.396, 'duration': 2.983}, {'end': 167.461, 'text': 'So I can get rid of load pixels.', 'start': 166.059, 'duration': 1.402}, {'end': 169.464, 'text': 'I can get rid of update pixels.', 'start': 167.902, 'duration': 1.562}, {'end': 172.948, 'text': 'And in fact, I can get rid of all this pixel array stuff.', 'start': 169.844, 'duration': 3.104}], 'summary': 'Converts pixel processing to a new scale, eliminating pixel array operations.', 'duration': 24.403, 'max_score': 148.545, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/BjoM9oKOAKY/pics/BjoM9oKOAKY148545.jpg'}, {'end': 229.018, 'src': 'embed', 'start': 186.984, 'weight': 3, 'content': [{'end': 195.067, 'text': "I'm going to draw a rectangle at x times scale, I got to scale up, y times scale, and the size of that rectangle is scale.", 'start': 186.984, 'duration': 8.083}, {'end': 198.789, 'text': "And I'm just going to give it a random fill for right now.", 'start': 195.808, 'duration': 2.981}, {'end': 203.722, 'text': "And I want to see that I'm at least getting a grid of rectangles.", 'start': 200.16, 'duration': 3.562}, {'end': 206.764, 'text': 'So if I run this, OK, so this is working.', 'start': 204.123, 'duration': 2.641}, {'end': 208.786, 'text': 'So this is now going to be my grid.', 'start': 207.085, 'duration': 1.701}, {'end': 213.629, 'text': "Now, what I've done is I put a grayscale value, a random grayscale value, in every cell.", 'start': 208.866, 'duration': 4.763}, {'end': 219.913, 'text': "Hey, why don't we make that a random noise value just to get started here? So let me now change this.", 'start': 213.689, 'duration': 6.224}, {'end': 221.014, 'text': 'Look, I already have this here.', 'start': 219.933, 'duration': 1.081}, {'end': 222.295, 'text': 'I already have this noise function.', 'start': 221.034, 'duration': 1.261}, {'end': 226.958, 'text': "Why not? Let's just make that fill based on that noise function.", 'start': 222.935, 'duration': 4.023}, {'end': 229.018, 'text': 'And you can see.', 'start': 228.598, 'duration': 0.42}], 'summary': 'Drawing a grid of rectangles with random noise fill.', 'duration': 42.034, 'max_score': 186.984, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/BjoM9oKOAKY/pics/BjoM9oKOAKY186984.jpg'}], 'start': 0.67, 'title': '2d perlin noise visualization and drawing grid of rectangles', 'summary': 'Covers programming a visualization in p5.js using javascript to create a flow field for particles with two-dimensional perlin noise, as well as drawing a grid of rectangles on a 200x200 canvas filled with random noise values.', 'chapters': [{'end': 106.787, 'start': 0.67, 'title': 'Coding challenge: 2d perlin noise visualization', 'summary': 'Programming a visualization in p5.js using javascript, building on the idea of two-dimensional perlin noise to create a flow field for particles to follow and experiment with performance in processing.', 'duration': 106.117, 'highlights': ['The video focuses on programming a visualization in P5.js using JavaScript, building on the concept of two-dimensional Perlin noise to create a flow field for particles to follow and experiment with different performance in processing.', 'The visualization involves creating a grid of pixels where each pixel is assigned a vector direction based on two-dimensional Perlin noise, turning it into a flow field for particles to follow.', 'The goal is to pour a large number of particles into the flow field and observe their movement based on the assigned vector directions, known as a flow field.']}, {'end': 250.73, 'start': 106.807, 'title': 'Drawing grid of rectangles with noise', 'summary': 'Discusses drawing a grid of rectangles on a 200x200 canvas, calculating the scale, and filling the rectangles with random noise values to create a visual effect.', 'duration': 143.923, 'highlights': ['Drawing a grid of rectangles at a specified scale on a low-resolution canvas The speaker demonstrates drawing a grid of rectangles on a 200x200 canvas at a specified scale to manage the number of vectors and optimize visual representation.', "Calculating columns and rows based on the canvas dimensions and scale The process involves calculating the number of columns and rows by dividing the width and height by the scale, using the 'floor' function to remove decimal places for accuracy.", 'Filling the rectangles with random noise values for visual variation The speaker modifies the grid by filling the rectangles with random noise values to create visual diversity and enhance the overall effect.']}], 'duration': 250.06, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/BjoM9oKOAKY/pics/BjoM9oKOAKY670.jpg', 'highlights': ['The video focuses on programming a visualization in P5.js using JavaScript, building on the concept of two-dimensional Perlin noise to create a flow field for particles to follow and experiment with different performance in processing.', 'The visualization involves creating a grid of pixels where each pixel is assigned a vector direction based on two-dimensional Perlin noise, turning it into a flow field for particles to follow.', 'The goal is to pour a large number of particles into the flow field and observe their movement based on the assigned vector directions, known as a flow field.', 'Drawing a grid of rectangles at a specified scale on a low-resolution canvas The speaker demonstrates drawing a grid of rectangles on a 200x200 canvas at a specified scale to manage the number of vectors and optimize visual representation.', 'Filling the rectangles with random noise values for visual variation The speaker modifies the grid by filling the rectangles with random noise values to create visual diversity and enhance the overall effect.', "Calculating columns and rows based on the canvas dimensions and scale The process involves calculating the number of columns and rows by dividing the width and height by the scale, using the 'floor' function to remove decimal places for accuracy."]}, {'end': 530.497, 'segs': [{'end': 277.752, 'src': 'embed', 'start': 250.97, 'weight': 0, 'content': [{'end': 257.595, 'text': "So now we're starting to see something that looks a little bit more like Perlin noise Because and and one thing I want to do also,", 'start': 250.97, 'duration': 6.625}, {'end': 262.137, 'text': "just while I'm working on this, I think it would be useful to just keep an eye on the frame rate.", 'start': 257.595, 'duration': 4.542}, {'end': 263.519, 'text': "So I'm gonna do something a little bit goofy.", 'start': 262.137, 'duration': 1.382}, {'end': 269.623, 'text': "I'm gonna make a variable called fr, and let's say fr equals, create p.", 'start': 264.019, 'duration': 5.604}, {'end': 277.752, 'text': "So I'm making a paragraph element on the page and then I say fr HTML frame rate and And I'm going to floor that.", 'start': 269.623, 'duration': 8.129}], 'summary': 'Applying perlin noise to create a frame rate display', 'duration': 26.782, 'max_score': 250.97, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/BjoM9oKOAKY/pics/BjoM9oKOAKY250970.jpg'}, {'end': 353.455, 'src': 'embed', 'start': 320.65, 'weight': 1, 'content': [{'end': 333.807, 'text': "there's actually a function in p5 Where you can create a vector from an angle p5 vector from angle and I'm going to create a vector from the angle 0,", 'start': 320.65, 'duration': 13.157}, {'end': 336.228, 'text': 'I. now I now have a vector.', 'start': 333.807, 'duration': 2.421}, {'end': 341.47, 'text': "I've created a vector from an angle and what I want to do actually is, instead of drawing a rectangle.", 'start': 336.228, 'duration': 5.242}, {'end': 349.553, 'text': "I'm going to say a stroke 0, I'm going to draw that vector as a line.", 'start': 341.51, 'duration': 8.043}, {'end': 353.455, 'text': "so I'm going to say a push pop.", 'start': 349.553, 'duration': 3.902}], 'summary': 'In p5, a vector was created from an angle and used to draw a line instead of a rectangle.', 'duration': 32.805, 'max_score': 320.65, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/BjoM9oKOAKY/pics/BjoM9oKOAKY320650.jpg'}, {'end': 477.524, 'src': 'embed', 'start': 454.584, 'weight': 2, 'content': [{'end': 463.193, 'text': 'and Now, ultimately, what I want to do is show you how to make this field of vectors, this flow field with noise values.', 'start': 454.584, 'duration': 8.609}, {'end': 465.295, 'text': 'But I could come up with other ideas.', 'start': 463.354, 'duration': 1.941}, {'end': 466.476, 'text': 'I could use sine waves.', 'start': 465.335, 'duration': 1.141}, {'end': 468.818, 'text': 'I could get a data input.', 'start': 466.936, 'duration': 1.882}, {'end': 474.482, 'text': 'Ooh, I could get wind data from various geolocations through some kind of weather API.', 'start': 468.878, 'duration': 5.604}, {'end': 477.524, 'text': "And there's a great project, which I've shown in other videos, which does that.", 'start': 474.802, 'duration': 2.722}], 'summary': 'Demonstrating how to create a flow field with noise values and explore other potential ideas, such as using sine waves or obtaining wind data from weather apis.', 'duration': 22.94, 'max_score': 454.584, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/BjoM9oKOAKY/pics/BjoM9oKOAKY454584.jpg'}], 'start': 250.97, 'title': 'Creating visual effects with p5 functions', 'summary': 'Explores creating perlin noise, monitoring frame rate, and generating a flow field with vectors to visualize the grid, aiming for a high frame rate of 60 frames per second. it also discusses using alternative data inputs like sine waves or weather api.', 'chapters': [{'end': 292.777, 'start': 250.97, 'title': 'Perlin noise and frame rate monitoring', 'summary': 'Explores the process of creating perlin noise and monitoring the frame rate with a p5 function, aiming to visualize the grid and observe a high frame rate, such as 60 frames per second.', 'duration': 41.807, 'highlights': ['The chapter demonstrates the creation of Perlin noise and the monitoring of frame rate using a p5 function, aiming to visualize the grid and observe a high frame rate, such as 60 frames per second.', "A variable called 'fr' is created to store the frame rate, displayed as a paragraph element on the page to visualize the high frame rate, reaching approximately 60 frames per second."]}, {'end': 530.497, 'start': 293.318, 'title': 'Creating flow field with vectors', 'summary': 'Discusses creating a flow field with vectors by using angles, rotation, and perlin noise to generate a grid of vectors, with the possibility of using alternative data inputs such as sine waves or weather api.', 'duration': 237.179, 'highlights': ["The author demonstrates creating a vector for every spot on the grid using the p5 function 'createVector' and 'createVector from angle', with examples of generating vectors pointing in different directions using angles like 0, pi divided by 2, and pi divided by 6.", 'The author shows how to use Perlin noise to create a flow field by setting the angle as the noise value times 2 pi, resulting in a grid of vectors that point similarly but vary slightly upon refresh.', 'The author considers alternative data inputs such as using sine waves or obtaining wind data from various geolocations through a weather API to create the flow field with vectors.']}], 'duration': 279.527, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/BjoM9oKOAKY/pics/BjoM9oKOAKY250970.jpg', 'highlights': ['The chapter explores creating Perlin noise and monitoring frame rate to visualize the grid and achieve a high frame rate of 60 frames per second.', "Demonstrates creating vectors for every spot on the grid using 'createVector' and 'createVector from angle', with examples of generating vectors pointing in different directions using angles like 0, pi/2, and pi/6.", 'Discusses using alternative data inputs like sine waves or weather API to create the flow field with vectors.']}, {'end': 1029.012, 'segs': [{'end': 631.99, 'src': 'embed', 'start': 556.974, 'weight': 0, 'content': [{'end': 559.418, 'text': 'I have yet to show you three-dimensional Perlin noise.', 'start': 556.974, 'duration': 2.444}, {'end': 563.064, 'text': 'And in fact, Perlin noise can exist in any n dimensions.', 'start': 559.458, 'duration': 3.606}, {'end': 568.313, 'text': "But here is an opportunity where we might decide, let's do something with three-dimensional Perlin noise.", 'start': 563.505, 'duration': 4.808}, {'end': 575.989, 'text': 'the one dimension is the x-axis, another dimension is the y-axis.', 'start': 570.405, 'duration': 5.584}, {'end': 578.83, 'text': 'imagine a z dimension as slices.', 'start': 575.989, 'duration': 2.841}, {'end': 583.734, 'text': "these angles change as slices that i'm just sort of like coming out of the screen.", 'start': 578.83, 'duration': 4.904}, {'end': 592.379, 'text': 'well, what if, instead of actually building something visually in 3d, that we thought of that third dimension as time, every frame of animation?', 'start': 583.734, 'duration': 8.645}, {'end': 600.473, 'text': 'what if i were to add, as a global variable z off and set that equal to 0..', 'start': 592.379, 'duration': 8.094}, {'end': 609.38, 'text': 'And then I were to say noise x off comma y off comma z off.', 'start': 600.473, 'duration': 8.907}, {'end': 613.502, 'text': "I've now said give me noise values in three dimensional space.", 'start': 609.761, 'duration': 3.741}, {'end': 617.104, 'text': "So there's a noise value right here in three dimensional space.", 'start': 613.862, 'duration': 3.242}, {'end': 619.985, 'text': "It's similar to all the values that surround it.", 'start': 617.424, 'duration': 2.561}, {'end': 623.386, 'text': "And so I'm looking at a slice of noise values.", 'start': 620.365, 'duration': 3.021}, {'end': 625.787, 'text': 'Then I want to present another slice of noise values.', 'start': 623.566, 'duration': 2.221}, {'end': 627.988, 'text': 'Then I want to present another slice of noise values.', 'start': 626.047, 'duration': 1.941}, {'end': 631.99, 'text': 'So the z offset change every time through draw.', 'start': 628.208, 'duration': 3.782}], 'summary': 'Introducing three-dimensional perlin noise with z-axis representing time for animation frames.', 'duration': 75.016, 'max_score': 556.974, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/BjoM9oKOAKY/pics/BjoM9oKOAKY556974.jpg'}, {'end': 845.041, 'src': 'embed', 'start': 813.35, 'weight': 3, 'content': [{'end': 818.494, 'text': 'It has a little update method to update its velocity based on acceleration, to update its position based on velocity,', 'start': 813.35, 'duration': 5.144}, {'end': 822.296, 'text': 'and then it has an apply force function to accumulate any forces into the acceleration.', 'start': 818.494, 'duration': 3.802}, {'end': 831.422, 'text': 'So now I just need to make sure that my index.html file references that new particle.js file.', 'start': 822.836, 'duration': 8.586}, {'end': 845.041, 'text': "And let's just very, very quickly make a particle array And in the particle array, I'm going to say particle index 0 equals a new particle.", 'start': 832.342, 'duration': 12.699}], 'summary': 'Particle.js file updated with new methods for velocity, position, and force application.', 'duration': 31.691, 'max_score': 813.35, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/BjoM9oKOAKY/pics/BjoM9oKOAKY813350.jpg'}, {'end': 1000.897, 'src': 'embed', 'start': 944.52, 'weight': 4, 'content': [{'end': 946.181, 'text': "let's make sure all the particles are everywhere.", 'start': 944.52, 'duration': 1.661}, {'end': 960.749, 'text': "let's give the particles random positions to start so you can see there's a hundred particles around randomly.", 'start': 947.859, 'duration': 12.89}, {'end': 969.055, 'text': "and then, just to make sure they're like doing something, let's say p5, vector dot random.", 'start': 960.749, 'duration': 8.306}, {'end': 970.877, 'text': 'so this gives them all a random velocity.', 'start': 969.055, 'duration': 1.822}, {'end': 975.044, 'text': 'okay, so the particles are moving around with a random velocity.', 'start': 972.003, 'duration': 3.041}, {'end': 975.605, 'text': "they're doing something.", 'start': 975.044, 'duration': 0.561}, {'end': 979.347, 'text': 'okay. one thing I need to do, I just realized, is that I need to have the particles wrap around.', 'start': 975.605, 'duration': 3.742}, {'end': 981.968, 'text': 'when they get to an edge they should come back on the screen.', 'start': 979.347, 'duration': 2.621}, {'end': 983.989, 'text': 'so I need to let me add that really quickly.', 'start': 981.968, 'duration': 2.021}, {'end': 999.076, 'text': "so I'm just going to add a function called edges and I'm going to say if this.pos.x is greater than width, this.pos.x equals 0,", 'start': 983.989, 'duration': 15.087}, {'end': 1000.897, 'text': "and I'm going to do this in a kind of shorthandy way.", 'start': 999.076, 'duration': 1.821}], 'summary': 'Creating 100 particles with random positions and velocities, ensuring they wrap around the screen edges.', 'duration': 56.377, 'max_score': 944.52, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/BjoM9oKOAKY/pics/BjoM9oKOAKY944520.jpg'}], 'start': 530.557, 'title': '3d perlin noise & javascript particle object', 'summary': 'Introduces three-dimensional perlin noise and its visualization applications, emphasizing time utilization in animations. it also covers creating a particle object in javascript with defined properties, methods, forces application, and behavior demonstration of multiple particles.', 'chapters': [{'end': 631.99, 'start': 530.557, 'title': 'Understanding perlin noise in 3d', 'summary': 'Introduces the concept of three-dimensional perlin noise, emphasizing its potential application in visualizations and animations, with a focus on utilizing the z-dimension as time for each frame of animation.', 'duration': 101.433, 'highlights': ['The chapter introduces the concept of three-dimensional Perlin noise, emphasizing its potential application in visualizations and animations.', 'The z-dimension is considered as time for each frame of animation, representing an opportunity for dynamic visualizations.', "The author explains the use of z offset and the 'noise' function to generate noise values in three-dimensional space, providing a practical insight into implementing 3D Perlin noise."]}, {'end': 1029.012, 'start': 632.75, 'title': 'Creating particle object in javascript', 'summary': 'Covers the process of creating a simple particle object in javascript, including defining its properties, methods, and applying forces, and then demonstrating the behavior of multiple particles with random positions and velocities.', 'duration': 396.262, 'highlights': ['Creating Particle Object The chapter explains the process of creating a particle object in JavaScript, defining its properties like position, velocity, and acceleration, and implementing methods like update, apply force, and show.', 'Demonstrating Multiple Particles The author demonstrates the behavior of multiple particles with random positions and velocities, showing the movement and behavior of a hundred particles on the screen.', "Handling Edges for Particles The author adds a function to handle the wrapping of particles around the edges, ensuring that when particles reach the screen's edge, they reappear on the opposite side, thus creating a continuous movement pattern."]}], 'duration': 498.455, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/BjoM9oKOAKY/pics/BjoM9oKOAKY530557.jpg', 'highlights': ['The chapter introduces the concept of three-dimensional Perlin noise, emphasizing its potential application in visualizations and animations.', 'The z-dimension is considered as time for each frame of animation, representing an opportunity for dynamic visualizations.', "The author explains the use of z offset and the 'noise' function to generate noise values in three-dimensional space, providing a practical insight into implementing 3D Perlin noise.", 'The chapter explains the process of creating a particle object in JavaScript, defining its properties like position, velocity, and acceleration, and implementing methods like update, apply force, and show.', 'The author demonstrates the behavior of multiple particles with random positions and velocities, showing the movement and behavior of a hundred particles on the screen.', "The author adds a function to handle the wrapping of particles around the edges, ensuring that when particles reach the screen's edge, they reappear on the opposite side, thus creating a continuous movement pattern."]}, {'end': 1182.143, 'segs': [{'end': 1081.79, 'src': 'embed', 'start': 1057.326, 'weight': 1, 'content': [{'end': 1063.407, 'text': 'so first thing I want to do is I want to actually say to give these like quite a bit of alpha.', 'start': 1057.326, 'duration': 6.081}, {'end': 1064.227, 'text': "so let's see.", 'start': 1063.407, 'duration': 0.82}, {'end': 1066.667, 'text': 'if so you can see that.', 'start': 1064.227, 'duration': 2.44}, {'end': 1072.548, 'text': "you can see, it's slowing down quite a bit, but I'm drawing the vectors, but you can see the particles are not moving anywhere.", 'start': 1066.667, 'duration': 5.881}, {'end': 1073.729, 'text': 'according to the vectors.', 'start': 1072.548, 'duration': 1.181}, {'end': 1081.79, 'text': "I also, just while we get started, I'm going to take off z offset to see now this oh whoa, did I not hit save?", 'start': 1073.729, 'duration': 8.061}], 'summary': 'Attempting to adjust alpha for particles, observing slowing down and lack of movement according to vectors.', 'duration': 24.464, 'max_score': 1057.326, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/BjoM9oKOAKY/pics/BjoM9oKOAKY1057326.jpg'}, {'end': 1125.313, 'src': 'embed', 'start': 1097.201, 'weight': 0, 'content': [{'end': 1103.587, 'text': "But I don't want my vectors to have that stroke weight, so I'm going to say stroke weight 1.", 'start': 1097.201, 'duration': 6.386}, {'end': 1108.208, 'text': 'ok. so now we can see the particles moving and the flow field kind of behind it.', 'start': 1103.587, 'duration': 4.621}, {'end': 1119.171, 'text': "so what I want to do is say, for every particles location, look up the vector that's nearest to it and then apply that as a force.", 'start': 1108.208, 'duration': 10.963}, {'end': 1121.652, 'text': "so here's the thing.", 'start': 1119.171, 'duration': 2.481}, {'end': 1125.313, 'text': 'the all of the vectors are calculated up here.', 'start': 1121.652, 'duration': 3.661}], 'summary': 'Adjusting stroke weight to 1 for smoother vectors, applying nearest vector as force to particles.', 'duration': 28.112, 'max_score': 1097.201, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/BjoM9oKOAKY/pics/BjoM9oKOAKY1097201.jpg'}], 'start': 1029.012, 'title': 'Particle movement with flow field', 'summary': 'Discusses the process of making particles move according to the flow field vectors, including adjusting alpha, stroke weight, and storing vectors in an array to apply as a force to the particles.', 'chapters': [{'end': 1182.143, 'start': 1029.012, 'title': 'Particle movement with flow field', 'summary': 'Discusses the process of making particles move according to the flow field vectors, including adjusting alpha, stroke weight, and storing vectors in an array to apply as a force to the particles.', 'duration': 153.131, 'highlights': ["Storing all flow field vectors in an array to apply as a force to the particles, utilizing the nearest vector to each particle's location, impacting movement (quantifiable data: vector calculations)", 'Adjusting stroke weight for both particles and flow field vectors to enhance visibility and differentiate their appearance (quantifiable data: stroke weight adjustments)', 'Modifying alpha and z offset to control particle movement and visibility (quantifiable data: impact on particle speed and visibility)']}], 'duration': 153.131, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/BjoM9oKOAKY/pics/BjoM9oKOAKY1029012.jpg', 'highlights': ["Storing all flow field vectors in an array to apply as a force to the particles, utilizing the nearest vector to each particle's location, impacting movement (quantifiable data: vector calculations)", 'Modifying alpha and z offset to control particle movement and visibility (quantifiable data: impact on particle speed and visibility)', 'Adjusting stroke weight for both particles and flow field vectors to enhance visibility and differentiate their appearance (quantifiable data: stroke weight adjustments)']}, {'end': 1347.88, 'segs': [{'end': 1240.36, 'src': 'embed', 'start': 1212.86, 'weight': 1, 'content': [{'end': 1216.481, 'text': "So what I'm doing is I'm saying, hey, you particles, here's an array of vectors.", 'start': 1212.86, 'duration': 3.621}, {'end': 1223.824, 'text': 'Each particle is responsible for finding the appropriate vector in that array to look up.', 'start': 1217.241, 'duration': 6.583}, {'end': 1230.646, 'text': "So for example, just to come back to this diagram, I'm a particle right here.", 'start': 1223.864, 'duration': 6.782}, {'end': 1237.998, 'text': 'My position might be like 300 by 200.', 'start': 1230.686, 'duration': 7.312}, {'end': 1240.36, 'text': 'And maybe these are 100 by 200.', 'start': 1237.998, 'duration': 2.362}], 'summary': 'Particles finding vectors in array based on position', 'duration': 27.5, 'max_score': 1212.86, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/BjoM9oKOAKY/pics/BjoM9oKOAKY1212860.jpg'}, {'end': 1347.88, 'src': 'embed', 'start': 1325.134, 'weight': 0, 'content': [{'end': 1335.097, 'text': "So now, essentially what I'm doing is I'm saying, based on my me, I'm a particle based on my xy position, scale myself to a grid of column and rows,", 'start': 1325.134, 'duration': 9.963}, {'end': 1341.299, 'text': 'then look up the corresponding vector in that one-dimensional array and then take that vector and apply it as a force.', 'start': 1335.097, 'duration': 6.202}, {'end': 1347.88, 'text': "So let's now actually have the velocity start at zero, and let's see if this works.", 'start': 1341.819, 'duration': 6.061}], 'summary': 'Applying particle scaling to grid for force calculation.', 'duration': 22.746, 'max_score': 1325.134, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/BjoM9oKOAKY/pics/BjoM9oKOAKY1325134.jpg'}], 'start': 1182.163, 'title': 'Implementing flow field algorithm', 'summary': 'Explains the process of implementing a flow field algorithm, where particles use a one-dimensional array of vectors to apply forces based on their position, with an example of scaling and looking up vectors in the array.', 'chapters': [{'end': 1347.88, 'start': 1182.163, 'title': 'Implementing flow field algorithm', 'summary': 'Explains the process of implementing a flow field algorithm, where particles use a one-dimensional array of vectors to apply forces based on their position, with an example of scaling and looking up vectors in the array.', 'duration': 165.717, 'highlights': ['Particles use a one-dimensional array of vectors to apply forces based on their position, with the formula x + y times columns for indexing.', 'Particles scale themselves to a grid of columns and rows to look up the corresponding vector in the one-dimensional array.', 'The algorithm ensures that each particle finds the appropriate vector in the array to look up and apply as a force based on its position.']}], 'duration': 165.717, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/BjoM9oKOAKY/pics/BjoM9oKOAKY1182163.jpg', 'highlights': ['Particles use a one-dimensional array of vectors to apply forces based on their position, with the formula x + y times columns for indexing.', 'The algorithm ensures that each particle finds the appropriate vector in the array to look up and apply as a force based on its position.', 'Particles scale themselves to a grid of columns and rows to look up the corresponding vector in the one-dimensional array.']}, {'end': 1643.045, 'segs': [{'end': 1444.093, 'src': 'embed', 'start': 1372.174, 'weight': 0, 'content': [{'end': 1377.375, 'text': 'So maybe these vectors I need to set their magnitude to something much smaller, like 0.1..', 'start': 1372.174, 'duration': 5.201}, {'end': 1380.796, 'text': "They shouldn't really be that strong, like a full unit.", 'start': 1377.375, 'duration': 3.421}, {'end': 1389.342, 'text': "And you can see that now, but you can see they're still really speeding up over time.", 'start': 1385.498, 'duration': 3.844}, {'end': 1393.186, 'text': "That's because this acceleration is just building up and pushing and pushing.", 'start': 1389.682, 'duration': 3.504}, {'end': 1397.931, 'text': "There's no limit to how fast these particular particles can go.", 'start': 1393.226, 'duration': 4.705}, {'end': 1404.418, 'text': 'So I think something I could do here, which would make sense, would be to have a maximum speed variable.', 'start': 1398.231, 'duration': 6.187}, {'end': 1409.198, 'text': 'Set that equal to like four and then in the update function.', 'start': 1406.096, 'duration': 3.102}, {'end': 1414.901, 'text': 'I could just say this dot Velocity, limit, this dot maximum speed.', 'start': 1409.518, 'duration': 5.383}, {'end': 1416.221, 'text': "so now I'm just saying the particles.", 'start': 1414.901, 'duration': 1.32}, {'end': 1421.484, 'text': 'actually you know, no matter how much you start pushing them, they do have an ultimate maximum speed.', 'start': 1416.221, 'duration': 5.263}, {'end': 1429.887, 'text': "and now we should see that the particles are following this flow field and, and you know, maybe they're not following it.", 'start': 1421.484, 'duration': 8.403}, {'end': 1432.828, 'text': 'you know, you know, and I could kind of control what that.', 'start': 1429.887, 'duration': 2.941}, {'end': 1440.552, 'text': 'now I could go back and I could say well, actually, maybe I want the magnitude to be five, and you can see when the magnitude is five,', 'start': 1432.828, 'duration': 7.724}, {'end': 1444.093, 'text': "they're going to be lockstep exactly with the flow field.", 'start': 1440.552, 'duration': 3.541}], 'summary': "Setting maximum speed to 4 limits particles' acceleration, ensuring controlled movement.", 'duration': 71.919, 'max_score': 1372.174, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/BjoM9oKOAKY/pics/BjoM9oKOAKY1372174.jpg'}, {'end': 1520.666, 'src': 'embed', 'start': 1492.114, 'weight': 2, 'content': [{'end': 1494.735, 'text': 'The data for the vectors is still calculated and exists.', 'start': 1492.114, 'duration': 2.621}, {'end': 1497.096, 'text': 'But I could skip drawing them.', 'start': 1495.095, 'duration': 2.001}, {'end': 1501.078, 'text': "And you can see now I'm getting a nice 60 frames per second.", 'start': 1498.857, 'duration': 2.221}, {'end': 1503.319, 'text': "It's really getting stuck at the top and the bottom.", 'start': 1501.318, 'duration': 2.001}, {'end': 1507.383, 'text': 'That force is really quite strong.', 'start': 1505.222, 'duration': 2.161}, {'end': 1511.825, 'text': "So I'm trying to, oh I set the magnitude to five.", 'start': 1507.983, 'duration': 3.842}, {'end': 1513.305, 'text': "Let's set it to like one.", 'start': 1512.045, 'duration': 1.26}, {'end': 1520.666, 'text': "And actually I'm gonna set it to .05.", 'start': 1516.447, 'duration': 4.219}], 'summary': 'Vector data calculated, skipping drawing, achieving 60 frames per second, adjusting force magnitude.', 'duration': 28.552, 'max_score': 1492.114, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/BjoM9oKOAKY/pics/BjoM9oKOAKY1492114.jpg'}, {'end': 1590.103, 'src': 'embed', 'start': 1562.028, 'weight': 1, 'content': [{'end': 1566.651, 'text': "So I have a sort of stronger flow field, but there's a lot more variety in terms of where the particles go.", 'start': 1562.028, 'duration': 4.623}, {'end': 1569.592, 'text': "And now I could add some separations so that they don't get on top of each other as much.", 'start': 1566.691, 'duration': 2.901}, {'end': 1571.213, 'text': 'But you get the idea here.', 'start': 1569.933, 'duration': 1.28}, {'end': 1573.935, 'text': 'Now, I basically have all the way done.', 'start': 1571.593, 'duration': 2.342}, {'end': 1577.676, 'text': 'I now have this flow field where I can drop particles in it.', 'start': 1574.355, 'duration': 3.321}, {'end': 1584.92, 'text': 'And I could sort of push the performance here and say well, what if I try to drop 500 particles in?', 'start': 1577.716, 'duration': 7.204}, {'end': 1590.103, 'text': "You can see, it's running a little bit slower, but I've got more stuff happening.", 'start': 1587.421, 'duration': 2.682}], 'summary': 'Experimenting with a stronger flow field, observing 500 particles running slower with more variety.', 'duration': 28.075, 'max_score': 1562.028, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/BjoM9oKOAKY/pics/BjoM9oKOAKY1562028.jpg'}, {'end': 1654.271, 'src': 'heatmap', 'start': 1610.661, 'weight': 3, 'content': [{'end': 1611.802, 'text': 'Make rainbow colors.', 'start': 1610.661, 'duration': 1.141}, {'end': 1615.606, 'text': 'to add alpha values, but let me do a couple things to try to get that effect.', 'start': 1612.603, 'duration': 3.003}, {'end': 1621.711, 'text': "So one thing I'm going to return the stroke weight back to one and I'm going to give it quite a bit of alpha,", 'start': 1615.926, 'duration': 5.785}, {'end': 1624.894, 'text': "and in the sketch I'm also going to draw the background.", 'start': 1621.711, 'duration': 3.183}, {'end': 1626.415, 'text': 'now only once in setup.', 'start': 1624.894, 'duration': 1.521}, {'end': 1628.437, 'text': "So let's see what we get here with this.", 'start': 1626.776, 'duration': 1.661}, {'end': 1631.839, 'text': "So now you can start to see what I'm getting here.", 'start': 1629.398, 'duration': 2.441}, {'end': 1634.701, 'text': "I'm getting this kind of nice alpha blendy pattern.", 'start': 1632.139, 'duration': 2.562}, {'end': 1641.324, 'text': "Now if I were to zoom into this, you can see there's actually like the particles move faster than one pixel per frame.", 'start': 1635.021, 'duration': 6.303}, {'end': 1643.045, 'text': "So they're actually skipping pixels.", 'start': 1641.604, 'duration': 1.441}, {'end': 1654.271, 'text': 'So something that could actually be quite useful here would be to have each particle store, at the very least a previous Position,', 'start': 1643.365, 'duration': 10.906}], 'summary': 'Adjust stroke weight and alpha for a nice alpha blendy pattern.', 'duration': 43.61, 'max_score': 1610.661, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/BjoM9oKOAKY/pics/BjoM9oKOAKY1610661.jpg'}], 'start': 1348.281, 'title': 'Particle simulation control', 'summary': 'Discusses controlling particle speed with magnitude set to 0.1 and maximum speed of 4, and visualizing flow field with enhanced performance achieving 60 frames per second with 500 particles.', 'chapters': [{'end': 1421.484, 'start': 1348.281, 'title': 'Limiting particle speed for control', 'summary': 'Discusses the need to control the speed of particles in a simulation, proposing setting the magnitude of vectors to 0.1 and implementing a maximum speed variable of four to limit particle velocity, thereby preventing unbounded acceleration.', 'duration': 73.203, 'highlights': ['The need to set the magnitude of vectors to 0.1 to reduce their strength and prevent uncontrolled acceleration.', 'Implementing a maximum speed variable of four to limit particle velocity, ensuring an ultimate maximum speed for the particles.']}, {'end': 1643.045, 'start': 1421.484, 'title': 'Particle flow field visualization', 'summary': 'Demonstrates controlling particle flow field magnitude, adding more particles, optimizing performance by skipping vector drawing, and enhancing visualization by alpha blending, resulting in improved flow field with increased variety and reduced overlap, achieving 60 frames per second performance with 500 particles.', 'duration': 221.561, 'highlights': ['Controlling particle flow field magnitude significantly affects the exactness of particle following path, with a magnitude of 5 resulting in lockstep alignment with the flow field. The magnitude of the force controls the exactness of particle following the path, with a magnitude of 5 resulting in lockstep alignment with the flow field.', 'Optimizing performance by skipping vector drawing achieves 60 frames per second, improving the overall performance of the visualization. By skipping drawing the vectors, the performance improves to 60 frames per second, enhancing the overall visualization.', 'Enhancing visualization by alpha blending results in a nice alpha blendy pattern, improving the overall visual effect. The use of alpha blending results in a nice alpha blendy pattern, improving the overall visual effect of the particle flow field visualization.', 'Adding more particles and controlling their movement enhances the flow field with increased variety and reduced overlap, creating a stronger flow field with more diverse particle movement. Adding more particles and controlling their movement creates a stronger flow field with increased variety and reduced overlap, enhancing the particle movement in the flow field.']}], 'duration': 294.764, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/BjoM9oKOAKY/pics/BjoM9oKOAKY1348281.jpg', 'highlights': ['Controlling particle flow field magnitude significantly affects the exactness of particle following path, with a magnitude of 5 resulting in lockstep alignment with the flow field.', 'Adding more particles and controlling their movement enhances the flow field with increased variety and reduced overlap, creating a stronger flow field with more diverse particle movement.', 'Optimizing performance by skipping vector drawing achieves 60 frames per second, improving the overall performance of the visualization.', 'Enhancing visualization by alpha blending results in a nice alpha blendy pattern, improving the overall visual effect.', 'Implementing a maximum speed variable of four to limit particle velocity, ensuring an ultimate maximum speed for the particles.', 'The need to set the magnitude of vectors to 0.1 to reduce their strength and prevent uncontrolled acceleration.']}, {'end': 2012.485, 'segs': [{'end': 1672.718, 'src': 'embed', 'start': 1643.365, 'weight': 2, 'content': [{'end': 1654.271, 'text': 'So something that could actually be quite useful here would be to have each particle store, at the very least a previous Position,', 'start': 1643.365, 'duration': 10.906}, {'end': 1660.413, 'text': "which I'm going to say is To start with, is a copy of its original position.", 'start': 1654.271, 'duration': 6.142}, {'end': 1671.038, 'text': "so it, when it starts it, has its current position in its previous position and Then, every time it moves Right after update, it's actually.", 'start': 1660.413, 'duration': 10.625}, {'end': 1672.718, 'text': "let's do this every time after we.", 'start': 1671.038, 'duration': 1.68}], 'summary': 'Particles should store a previous position for each movement, improving efficiency.', 'duration': 29.353, 'max_score': 1643.365, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/BjoM9oKOAKY/pics/BjoM9oKOAKY1643365.jpg'}, {'end': 1852.096, 'src': 'embed', 'start': 1805.721, 'weight': 3, 'content': [{'end': 1810.326, 'text': 'So I actually want to have edges right before show so it gets updated.', 'start': 1805.721, 'duration': 4.605}, {'end': 1813.449, 'text': 'So this should correct that problem.', 'start': 1811.967, 'duration': 1.482}, {'end': 1822.071, 'text': "so now you can see oh, look at that, ok, so it's actually kind of doing something interesting.", 'start': 1816.809, 'duration': 5.262}, {'end': 1827.114, 'text': "I never update the previous position, so it's actually drawing the line from where it started to its current position.", 'start': 1822.071, 'duration': 5.043}, {'end': 1839.639, 'text': 'so let me actually add the most crucial part here, which is that I also want to every time after I draw it, to say this dot update previous.', 'start': 1827.114, 'duration': 12.525}, {'end': 1848.631, 'text': "so after I draw it, the The previous position becomes the current position, and now you can see what this is doing, and I'm getting nice,", 'start': 1839.639, 'duration': 8.992}, {'end': 1849.812, 'text': 'continuous lines.', 'start': 1848.631, 'duration': 1.181}, {'end': 1852.096, 'text': "I don't actually see those continuous lines.", 'start': 1849.832, 'duration': 2.264}], 'summary': 'Updating edges before show to create continuous lines.', 'duration': 46.375, 'max_score': 1805.721, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/BjoM9oKOAKY/pics/BjoM9oKOAKY1805721.jpg'}, {'end': 1958.785, 'src': 'embed', 'start': 1901.299, 'weight': 0, 'content': [{'end': 1911.992, 'text': "currently it's running at like four or five frames per second, whereas this processing version which I will pull up right now, this processing,", 'start': 1901.299, 'duration': 10.693}, {'end': 1919.175, 'text': "has 10,000 particles and it's, for whatever reason, it's 1200 by 800.", 'start': 1911.992, 'duration': 7.183}, {'end': 1927.958, 'text': "now let's look at, I let's actually I'm going to render this with in the p2d renderer, which uses open gel hardware acceleration.", 'start': 1919.175, 'duration': 8.783}, {'end': 1932.22, 'text': "i'm going to print the frame rate just to the console and take a look at that.", 'start': 1927.958, 'duration': 4.262}, {'end': 1941.83, 'text': 'come alive, come alive, processing.', 'start': 1939.127, 'duration': 2.703}, {'end': 1946.334, 'text': 'so we can see that this is actually running over 50 frames per second.', 'start': 1941.83, 'duration': 4.504}, {'end': 1955.282, 'text': "and once again again, let me point out, there are 10,000 particles and I'm at kind of high resolution, whereas here I have, you know,", 'start': 1946.334, 'duration': 8.948}, {'end': 1958.785, 'text': "only 1500 and not as high resolution and it's running really really slow.", 'start': 1955.282, 'duration': 3.503}], 'summary': 'Processing version with 10,000 particles runs over 50 frames/sec, while current version runs at 4-5 frames/sec.', 'duration': 57.486, 'max_score': 1901.299, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/BjoM9oKOAKY/pics/BjoM9oKOAKY1901299.jpg'}], 'start': 1643.365, 'title': 'Particle movement and line drawing', 'summary': 'Covers implementing storing previous positions for particles, drawing lines between current and previous positions, optimizing edge function for continuous line drawing, and webgl performance comparison between programs running at 30fps with 1500 particles and over 50fps with 10,000 particles.', 'chapters': [{'end': 1726.463, 'start': 1643.365, 'title': 'Particle movement and line drawing', 'summary': 'Discusses the implementation of storing previous positions for particles, drawing lines between current and previous positions, and addressing issues with line drawing in particle movement simulation.', 'duration': 83.098, 'highlights': ["The importance of storing a particle's previous position and updating it for each movement, to ensure accurate line drawing and simulation integrity.", 'The implementation of drawing lines between the current position and the previous position to visualize particle movement and track their paths effectively.', 'Addressing the issue of extra lines appearing in the particle movement simulation and the necessity of adding checks to correct this for accurate visualization.']}, {'end': 1852.096, 'start': 1726.663, 'title': 'Optimizing edge function and continuous line drawing', 'summary': 'Discusses optimizing the edges function to update the previous position and ensuring continuous line drawing, resulting in improved line rendering and visual output.', 'duration': 125.433, 'highlights': ['The edges function is optimized to update the previous position, ensuring the continuous line drawing, leading to improved visual output.', 'The updatePrevious function is created to handle the algorithm for updating the previous position, enhancing the line rendering process.', 'The updatePrevious function is called after drawing each line, ensuring that the previous position becomes the current position, resulting in the generation of continuous lines.']}, {'end': 2012.485, 'start': 1852.356, 'title': 'Webgl performance comparison', 'summary': 'Discusses the performance comparison between a program running at 30 frames per second with 1500 particles and a processing version running at over 50 frames per second with 10,000 particles, highlighting the need for potential webgl rendering for improved web browser performance.', 'duration': 160.129, 'highlights': ['The program runs at 30 frames per second with 1500 particles, while the processing version runs at over 50 frames per second with 10,000 particles, indicating a significant difference in performance.', 'The processing version utilizes a resolution of 1200 by 800 and employs the p2d renderer with open gel hardware acceleration, achieving a high frame rate, providing specific details on the hardware and resolution impact on performance.', 'The potential for improved web browser performance is highlighted, suggesting the need for WebGL rendering to maximize performance, indicating an opportunity for further exploration and enhancement.']}], 'duration': 369.12, 'thumbnail': 'https://coursnap.oss-ap-southeast-1.aliyuncs.com/video-capture/BjoM9oKOAKY/pics/BjoM9oKOAKY1643365.jpg', 'highlights': ['The program runs at over 50 frames per second with 10,000 particles, indicating a significant difference in performance.', 'The processing version runs at 30 frames per second with 1500 particles, demonstrating performance impact based on particle count.', "The importance of storing a particle's previous position and updating it for each movement, to ensure accurate line drawing and simulation integrity.", 'The implementation of drawing lines between the current position and the previous position to visualize particle movement and track their paths effectively.', 'The edges function is optimized to update the previous position, ensuring continuous line drawing and improved visual output.', 'The updatePrevious function is called after drawing each line, ensuring that the previous position becomes the current position, resulting in the generation of continuous lines.']}], 'highlights': ["Storing all flow field vectors in an array to apply as a force to the particles, utilizing the nearest vector to each particle's location, impacting movement (quantifiable data: vector calculations)", 'The program runs at over 50 frames per second with 10,000 particles, indicating a significant difference in performance.', 'The visualization involves creating a grid of pixels where each pixel is assigned a vector direction based on two-dimensional Perlin noise, turning it into a flow field for particles to follow.', 'The chapter introduces the concept of three-dimensional Perlin noise, emphasizing its potential application in visualizations and animations.', 'The chapter explains the process of creating a particle object in JavaScript, defining its properties like position, velocity, and acceleration, and implementing methods like update, apply force, and show.', 'Optimizing performance by skipping vector drawing achieves 60 frames per second, improving the overall performance of the visualization.', "The importance of storing a particle's previous position and updating it for each movement, to ensure accurate line drawing and simulation integrity.", 'The need to set the magnitude of vectors to 0.1 to reduce their strength and prevent uncontrolled acceleration.', 'The chapter explores creating Perlin noise and monitoring frame rate to visualize the grid and achieve a high frame rate of 60 frames per second.', "The author adds a function to handle the wrapping of particles around the edges, ensuring that when particles reach the screen's edge, they reappear on the opposite side, thus creating a continuous movement pattern."]}