By googling, I have found some definition of squared magnitude about mathematical plane applied in the gaming field, but I am dubting this is what we would mean in the noise generation's field.

thanks for any hint

  • 1
    $\begingroup$ Let $n(\pmb{p})$ give you the noise value at point $\pmb{p}$, then its squared "magnitude" is: $n^2(\pmb{p})$. If the noise produces not a scalar, but a vector quantiry, then the squared magnitude is given by the dot product: $\pmb{n}(\pmb{p}) \cdot \pmb{n}(\pmb{p})$. $\endgroup$
    – lightxbulb
    Oct 16 '19 at 15:20
  • $\begingroup$ @lightxbulb You should post that as an answer. $\endgroup$ Oct 18 '19 at 3:49
  • $\begingroup$ @user1118321 Feel free to. I still don't understand what this question was about. $\endgroup$
    – lightxbulb
    Oct 18 '19 at 8:24
  • $\begingroup$ @lightbulb I too am not quite sure what the OP is asking, but I often used squared magnitude (or square of distance) in, say, vector quantisation when mapping vectors to the code book since one is usually only interested in finding the closest code. $\endgroup$
    – Simon F
    Oct 18 '19 at 9:21
  • $\begingroup$ @lightxbulb thanks for your feedback, I am discovering computer graphic currently and wondering how a square magnitude would be defined in the context of a Perlin's noise more specifically, procedural noise more broadly if it is worthy to precise it $\endgroup$
    – Webwoman
    Oct 18 '19 at 15:23

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