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Worley noise, also called Voronoi noise and cellular noise, is a noise function introduced by Steven Worley in 1996. Worley noise is an extension of the Voronoi diagram that outputs a real value at a given coordinate that corresponds to the Distance of the nth nearest seed (usually n=1) and the seeds are distributed evenly through the region.
20 points and their Voronoi cells (larger version below) In mathematics, a Voronoi diagram is a partition of a plane into regions close to each of a given set of objects. It can be classified also as a tessellation. In the simplest case, these objects are just finitely many points in the plane (called seeds, sites, or generators).
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In mathematics, a Voronoi diagram is a partition of the Euclidean plane into regions close to each of a given finite set of points (called seeds, sites, or generators). For each seed there is a corresponding region, called a Voronoi cell, consisting of all points of the plane closer (at smaller distance) to that seed than
English: 3D Voronoi mesh of 25 random points Mathematica code:VoronoiMesh[pts] Date: 14 January 2023: Source: Own work: Author: WalkingRadiance: Licensing.
Let be the Voronoi diagram for a set of sites , and let be the Voronoi cell of corresponding to a site . If V p {\displaystyle V_{p}} is bounded, then its positive pole is the vertex of the boundary of V p {\displaystyle V_{p}} that has maximal distance to the point p {\displaystyle p} .
Two-dimensional slice through 3D Perlin noise at z = 0. Perlin noise is a type of gradient noise developed by Ken Perlin in 1983. It has many uses, including but not limited to: procedurally generating terrain, applying pseudo-random changes to a variable, and assisting in the creation of image textures.
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