CultLib/packages/cultmath/tests/CultMath.Tests/NoiseGradTests.cs
Meta Vens 7bd34a96ce CultMath 0.4.0: state the true scope of the snoise tie change
The Breaking entry now names the whole tie set (inputs whose y-x and z-x are
whole numbers, every integer point included, change by up to 0.776), with
examples and a consumer warning; design.md and the NoiseGradTests comment drop
the narrower origin-and-(t,t,t) wording. Docs and test comment only; builds.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-09 23:07:48 +02:00

439 lines
19 KiB
C#

using System;
using CultMath;
using Xunit;
namespace CultMath.Tests;
public sealed class NoiseGradTests
{
// ---- Invariant-8 property harness (shared by snoise_grad, fbm_grad, ridged_grad) ----
//
// Each test compares a function's analytic gradient with central differences of its own .w at
// random points in [-3, 3]^3. eps trades curvature error (eps too large) against float32
// rounding noise (eps too small). snoise is continuous across simplex-cell boundaries (the
// continuity test below), so no point needs excluding for a seam; ridged_grad excludes a band
// around its own deliberate crease. Each tolerance is at least 5x the largest error the harness
// itself produces at its seed.
private const float PropertyEps = 0.0001f;
private const float SnoiseGradTolerance = 0.03f;
private const float FbmGradTolerance = 0.05f;
private const float RidgedGradTolerance = 0.05f;
[Fact]
public void SnoiseGradGradientMatchesCentralDifferencesOfItsOwnValue()
{
var random = new System.Random(0xA11CE);
var tested = 0;
var attempts = 0;
while (tested < 200 && attempts < 20000)
{
attempts++;
var p = RandomPoint(random);
var g = math.snoise_grad(p);
float F(float3 q) => math.snoise_grad(q).w;
var fine = CentralDifference(F, p, PropertyEps);
tested++;
AssertGradientWithinTolerance(fine, g, SnoiseGradTolerance);
}
Assert.True(tested >= 150, $"only {tested} of {attempts} points were usable");
}
[Fact]
public void FbmGradGradientMatchesCentralDifferencesOfItsOwnValue()
{
const int octaves = 4;
const float lacunarity = 2.0f;
const float gain = 0.5f;
var random = new System.Random(0xA11CF);
var tested = 0;
var attempts = 0;
while (tested < 200 && attempts < 40000)
{
attempts++;
var p = RandomPoint(random);
var g = math.fbm_grad(p, octaves, lacunarity, gain);
float F(float3 q) => math.fbm_grad(q, octaves, lacunarity, gain).w;
var fine = CentralDifference(F, p, PropertyEps);
tested++;
AssertGradientWithinTolerance(fine, g, FbmGradTolerance);
}
Assert.True(tested >= 150, $"only {tested} of {attempts} points were usable");
}
[Fact]
public void RidgedGradGradientMatchesCentralDifferencesExcludingAnyOctavesZeroBand()
{
// ridged_grad's own crease (any octave's n_i = 0) is a real, deliberate discontinuity
// (design.md, "the operator's dune term"), not a numerical artifact: exclude a band around it
// for every octave, the same way cellular excludes its F1 = F2 seam.
const float zeroBand = 0.1f;
const int octaves = 3;
const float lacunarity = 2.0f;
const float gain = 0.5f;
var random = new System.Random(0xA11D0);
var tested = 0;
var attempts = 0;
while (tested < 200 && attempts < 80000)
{
attempts++;
var p = RandomPoint(random);
if (AnyOctaveNearZero(p, octaves, lacunarity, zeroBand))
continue;
var g = math.ridged_grad(p, octaves, lacunarity, gain);
float F(float3 q) => math.ridged_grad(q, octaves, lacunarity, gain).w;
var fine = CentralDifference(F, p, PropertyEps);
tested++;
AssertGradientWithinTolerance(fine, g, RidgedGradTolerance);
}
Assert.True(tested >= 150, $"only {tested} of {attempts} points were outside the zero band");
}
private static bool AnyOctaveNearZero(float3 p, int octaves, float lacunarity, float band)
{
var frequency = 1.0f;
for (var i = 0; i < octaves; i++)
{
if (MathF.Abs(math.snoise_grad(p * frequency).w) < band)
return true;
frequency *= lacunarity;
}
return false;
}
private static float3 RandomPoint(System.Random random) => new(
random.NextSingle() * 6.0f - 3.0f, random.NextSingle() * 6.0f - 3.0f, random.NextSingle() * 6.0f - 3.0f);
private static float3 CentralDifference(Func<float3, float> f, float3 p, float eps) => new(
(f(p + new float3(eps, 0.0f, 0.0f)) - f(p - new float3(eps, 0.0f, 0.0f))) / (2.0f * eps),
(f(p + new float3(0.0f, eps, 0.0f)) - f(p - new float3(0.0f, eps, 0.0f))) / (2.0f * eps),
(f(p + new float3(0.0f, 0.0f, eps)) - f(p - new float3(0.0f, 0.0f, eps))) / (2.0f * eps));
private static void AssertGradientWithinTolerance(float3 numeric, float4 analytic, float tolerance)
{
AssertWithinTolerance(numeric.x, analytic.x, tolerance);
AssertWithinTolerance(numeric.y, analytic.y, tolerance);
AssertWithinTolerance(numeric.z, analytic.z, tolerance);
}
private static void AssertWithinTolerance(float expected, float actual, float tolerance) =>
Assert.True(MathF.Abs(expected - actual) <= tolerance, $"expected {expected}, actual {actual}, tolerance {tolerance}");
// ---- snoise is continuous across simplex-cell boundaries ----
// The simplex corner set (i, i1, i2) summed by snoise(float3), derived the same way snoise does.
private static (float3 i, float3 i1, float3 i2) SimplexCell(float3 p)
{
var i = math.floor(p + math.dot(p, new float3(1.0f / 3.0f, 1.0f / 3.0f, 1.0f / 3.0f)));
var x0 = p - i + math.dot(i, new float3(1.0f / 6.0f, 1.0f / 6.0f, 1.0f / 6.0f));
var g = new float3(math.step(x0.y, x0.x), math.step(x0.z, x0.y), 1.0f - math.step(x0.z, x0.x));
var l = 1.0f - g;
var lzxy = new float3(l.z, l.x, l.y);
return (i, math.min(g, lzxy), math.max(g, lzxy));
}
[Fact]
public void SnoiseAndItsGradientAreContinuousAcrossSimplexCellBoundaries()
{
// March random lines in steps of 1e-3 until the corner set changes, bisect the crossing to
// float precision, and compare the two sides. With a kernel radius^2 above 0.5 a lattice
// vertex outside the four summed corners can lie inside the kernel, which leaves a value
// jump at the boundary (stegu/webgl-noise fixed it in 21d9fe23d7); at 0.5 the jump is float
// noise. A value jump below 1e-5 and a gradient jump below 1e-4 is float noise on both sides.
const int lines = 400;
const int maxSteps = 20000;
const float dt = 1.0e-3f;
var random = new System.Random(0x5EA4);
var crossings = 0;
var maxValueJump = 0.0f;
var maxGradientJump = 0.0f;
for (var line = 0; line < lines; line++)
{
var origin = RandomPoint(random);
var direction = math.normalize(new float3(
random.NextSingle() - 0.5f, random.NextSingle() - 0.5f, random.NextSingle() - 0.5f));
var start = SimplexCell(origin);
var t = 0.0f;
var found = false;
for (var step = 0; step < maxSteps && !found; step++)
{
t += dt;
found = !SimplexCell(origin + direction * t).Equals(start);
}
Assert.True(found, $"line {line} never left its simplex cell in {maxSteps} steps");
double lo = t - dt;
double hi = t;
for (var bisect = 0; bisect < 60; bisect++)
{
var mid = 0.5 * (lo + hi);
if (SimplexCell(origin + direction * (float)mid).Equals(start)) lo = mid; else hi = mid;
}
var a = math.snoise_grad(origin + direction * (float)lo);
var b = math.snoise_grad(origin + direction * (float)hi);
crossings++;
maxValueJump = MathF.Max(maxValueJump, MathF.Abs(a.w - b.w));
maxGradientJump = MathF.Max(maxGradientJump, MathF.Max(MathF.Abs(a.x - b.x), MathF.Max(MathF.Abs(a.y - b.y), MathF.Abs(a.z - b.z))));
}
Assert.Equal(lines, crossings);
Assert.True(maxValueJump < 1.0e-5f, $"value jump {maxValueJump} across a simplex boundary");
Assert.True(maxGradientJump < 1.0e-4f, $"gradient jump {maxGradientJump} across a simplex boundary");
}
// The simplex diagonals are where x0's three components compare equal. The tie rule must be a total
// order there (math.snoise): with a cyclic or all-strict compare the four corners stop being a
// simplex and the value jumps wherever x0 has three equal components (inputs whose differences y - x and
// z - x are whole numbers, the line (t, t, t) among them): about 0.77 near the origin, up to 1.56 at
// magnitudes of 64 and above. SnoiseTieScopeTests pins the set against the 0.3.0 values.
[Fact]
public void SnoiseIsContinuousOnTheSimplexDiagonal()
{
const int vertices = 160;
const int perVertex = 8;
var random = new System.Random(0x71E5);
var points = new System.Collections.Generic.List<float3>();
for (var k = 0; k < 400; k++)
{
var t = (float)(random.NextDouble() * 128.0 - 64.0);
points.Add(new float3(t, t, t));
}
points.Add(new float3(0.0f, 0.0f, 0.0f));
for (var k = 0; k < vertices; k++)
{
var lx = random.Next(-64, 65);
var ly = random.Next(-64, 65);
var lz = random.Next(-64, 65);
var shift = (lx + ly + lz) / 6.0f;
var v = new float3(lx - shift, ly - shift, lz - shift);
for (var j = 0; j < perVertex; j++)
{
var s = j == 0 ? 0.0f : random.NextSingle();
points.Add(new float3(v.x + s, v.y + s, v.z + s));
}
}
foreach (var p in points)
{
var value = math.snoise(p);
for (var axis = 0; axis < 3; axis++)
{
for (var direction = -1; direction <= 1; direction += 2)
{
var q = p;
for (var ulp = 1; ulp <= 2; ulp++)
{
var component = axis == 0 ? q.x : axis == 1 ? q.y : q.z;
component = direction < 0 ? MathF.BitDecrement(component) : MathF.BitIncrement(component);
q = axis == 0 ? new float3(component, q.y, q.z) : axis == 1 ? new float3(q.x, component, q.z) : new float3(q.x, q.y, component);
var jump = MathF.Abs(math.snoise(q) - value);
Assert.True(jump <= 1.0e-4f, $"snoise jumps {jump} within {ulp} ulp of {p}");
}
}
}
var grad = math.snoise_grad(p);
Assert.Equal(BitConverter.SingleToInt32Bits(value), BitConverter.SingleToInt32Bits(grad.w));
var slope = math.length(new float3(grad.x, grad.y, grad.z));
Assert.True(slope <= math.SNOISE_LIPSCHITZ, $"|snoise_grad| {slope} exceeds SNOISE_LIPSCHITZ at {p}");
}
}
// ---- snoise_grad.w vs snoise ----
[Fact]
public void SnoiseGradValueIsBitEqualToSnoise()
{
// Both compute 105 * dot(m4, px) via the exact same operation order (math.cs comment on
// snoise_grad), so this asserts bit equality over 5,000 random points in [-100, 100]^3.
var random = new System.Random(0x50F2);
for (var i = 0; i < 5000; i++)
{
var p = new float3(
random.NextSingle() * 200.0f - 100.0f, random.NextSingle() * 200.0f - 100.0f, random.NextSingle() * 200.0f - 100.0f);
var expected = math.snoise(p);
var actual = math.snoise_grad(p).w;
Assert.Equal(BitConverter.SingleToInt32Bits(expected), BitConverter.SingleToInt32Bits(actual));
}
}
// ---- fbm_grad / ridged_grad: per-octave gain and lacunarity ----
[Fact]
public void FbmGradWithOneOctaveEqualsSnoiseGrad()
{
var random = new System.Random(0xF6B10);
for (var i = 0; i < 64; i++)
{
var p = RandomPoint(random);
var lacunarity = 1.0f + random.NextSingle() * 3.0f;
var gain = 0.1f + random.NextSingle() * 0.8f;
var expected = math.snoise_grad(p);
var actual = math.fbm_grad(p, 1, lacunarity, gain);
Assert.Equal(expected.x, actual.x);
Assert.Equal(expected.y, actual.y);
Assert.Equal(expected.z, actual.z);
Assert.Equal(expected.w, actual.w);
}
}
[Fact]
public void FbmGradCompoundsGainAndLacunarityPerOctaveNotOnce()
{
// Falsifies two mutant shapes at once: applying gain/lacunarity once for the whole sum
// instead of compounding per octave, and swapping which argument drives amplitude versus
// frequency. lacunarity != gain and both != 1 so a swap changes the result, and 3 octaves
// gives amplitude/frequency three distinct compounded values (1, gain, gain^2 and
// 1, lacunarity, lacunarity^2) so "applied once" mutants cannot coincidentally match.
// The expected value is built by the same incremental multiply chain fbm_grad itself uses
// (frequency *= lacunarity, amplitude *= gain, one step at a time, not lacunarity*lacunarity
// or MathF.Pow), so this asserts bit-exact equality rather than needing a tolerance.
const float lacunarity = 2.5f;
const float gain = 0.6f;
var random = new System.Random(0xF6B11);
for (var i = 0; i < 32; i++)
{
var p = RandomPoint(random);
var frequency = 1.0f;
var amplitude = 1.0f;
var n0 = math.snoise_grad(p * frequency);
var expectedValue = amplitude * n0.w;
var expectedGradient = amplitude * frequency * new float3(n0.x, n0.y, n0.z);
frequency *= lacunarity;
amplitude *= gain;
var n1 = math.snoise_grad(p * frequency);
expectedValue += amplitude * n1.w;
expectedGradient += amplitude * frequency * new float3(n1.x, n1.y, n1.z);
frequency *= lacunarity;
amplitude *= gain;
var n2 = math.snoise_grad(p * frequency);
expectedValue += amplitude * n2.w;
expectedGradient += amplitude * frequency * new float3(n2.x, n2.y, n2.z);
var actual = math.fbm_grad(p, 3, lacunarity, gain);
Assert.Equal(expectedValue, actual.w);
Assert.Equal(expectedGradient.x, actual.x);
Assert.Equal(expectedGradient.y, actual.y);
Assert.Equal(expectedGradient.z, actual.z);
}
}
[Fact]
public void RidgedGradCompoundsGainAndLacunarityPerOctaveNotOnce()
{
// Same construction as FbmGradCompoundsGainAndLacunarityPerOctaveNotOnce, folded: value is
// Sum a_i*(1-|n_i|), gradient is -Sum a_i*f_i*sign(n_i)*grad(n_i) (math.cs comment on
// ridged_grad). p is offset away from the origin and re-tried on a near-zero octave so no
// octave's n_i lands in the fold's own zero band, which would make the closed form's sign()
// ambiguous between runs.
const float lacunarity = 2.5f;
const float gain = 0.6f;
var random = new System.Random(0xF6B12);
var tested = 0;
var attempts = 0;
while (tested < 32 && attempts < 4000)
{
attempts++;
var p = RandomPoint(random);
if (AnyOctaveNearZero(p, 3, lacunarity, 0.1f))
continue;
tested++;
var frequency = 1.0f;
var amplitude = 1.0f;
var n0 = math.snoise_grad(p * frequency);
var s0 = (float)MathF.Sign(n0.w);
var expectedValue = amplitude * (1.0f - MathF.Abs(n0.w));
var expectedGradient = -amplitude * frequency * s0 * new float3(n0.x, n0.y, n0.z);
frequency *= lacunarity;
amplitude *= gain;
var n1 = math.snoise_grad(p * frequency);
var s1 = (float)MathF.Sign(n1.w);
expectedValue += amplitude * (1.0f - MathF.Abs(n1.w));
expectedGradient += -amplitude * frequency * s1 * new float3(n1.x, n1.y, n1.z);
frequency *= lacunarity;
amplitude *= gain;
var n2 = math.snoise_grad(p * frequency);
var s2 = (float)MathF.Sign(n2.w);
expectedValue += amplitude * (1.0f - MathF.Abs(n2.w));
expectedGradient += -amplitude * frequency * s2 * new float3(n2.x, n2.y, n2.z);
var actual = math.ridged_grad(p, 3, lacunarity, gain);
Assert.Equal(expectedValue, actual.w);
Assert.Equal(expectedGradient.x, actual.x);
Assert.Equal(expectedGradient.y, actual.y);
Assert.Equal(expectedGradient.z, actual.z);
}
Assert.True(tested == 32, $"only {tested} of {attempts} points were outside the zero band");
}
// ---- ridged_grad's deliberate crease at n = 0 ----
[Fact]
public void RidgedGradOneSidedGradientsAcrossAZeroCrossingDifferInSign()
{
// 1 octave: ridged_grad(p) = 1 - |snoise(p)|, gradient = -sign(snoise(p)) * grad(snoise)(p).
// Bisect along a fixed direction from a random start point to find a tight straddle of a
// snoise zero crossing, then check the two ridged_grad gradients just either side of it point
// in near-opposite directions (their dot product is negative): the crease is real, not a
// numerical accident (design.md, "the operator's dune term").
var random = new System.Random(0xC2E55);
for (var attempt = 0; attempt < 200; attempt++)
{
var origin = RandomPoint(random);
var direction = new float3(random.NextSingle() - 0.5f, random.NextSingle() - 0.5f, random.NextSingle() - 0.5f);
if (math.length(direction) < 1.0e-3f)
continue;
float NoiseAt(float t) => math.snoise(origin + direction * t);
var lo = -3.0f;
var hi = 3.0f;
if (Math.Sign(NoiseAt(lo)) == Math.Sign(NoiseAt(hi)))
continue;
for (var step = 0; step < 40; step++)
{
var mid = (lo + hi) * 0.5f;
if (Math.Sign(NoiseAt(lo)) == Math.Sign(NoiseAt(mid))) lo = mid; else hi = mid;
}
// lo and hi now straddle the crossing within about 3 * 2^-40 of parameter t; step off by
// a small margin either side so each sample is cleanly on one side, not exactly on it.
const float margin = 1.0e-4f;
var minusSide = origin + direction * (lo - margin);
var plusSide = origin + direction * (hi + margin);
if (MathF.Sign(NoiseAt(lo - margin)) == MathF.Sign(NoiseAt(hi + margin)))
continue; // margin stepped back across the crossing; try another direction.
var gradMinus = math.ridged_grad(minusSide, 1, 2.0f, 0.5f);
var gradPlus = math.ridged_grad(plusSide, 1, 2.0f, 0.5f);
var dot = gradMinus.x * gradPlus.x + gradMinus.y * gradPlus.y + gradMinus.z * gradPlus.z;
Assert.True(dot < 0.0f, $"one-sided gradients did not differ in sign: minus=({gradMinus.x},{gradMinus.y},{gradMinus.z}) plus=({gradPlus.x},{gradPlus.y},{gradPlus.z}) dot={dot}");
return;
}
Assert.Fail("did not find a snoise zero crossing to straddle");
}
}