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  2. Perlin noise - Wikipedia

    en.wikipedia.org/wiki/Perlin_noise

    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 .

  3. Audacity (audio editor) - Wikipedia

    en.wikipedia.org/wiki/Audacity_(audio_editor)

    This version adds Loudness, Noise Gate and Spectral Delete effects and adds Side-by-side view of waveforms and spectrograms. 2.3 September 29, 2018 This version adds Punch-and-Roll recording and upgrades to Macros, Play-at-Speed, Toolbars. From 2.3.2 on, a mod-script-pipe for driving Audacity from Python (can be enabled in Preferences). [27] 2.2

  4. Gradient noise - Wikipedia

    en.wikipedia.org/wiki/Gradient_noise

    An artifact of some implementations of this noise is that the returned value at the lattice points is 0. Unlike the value noise, gradient noise has more energy in the high frequencies. The first known implementation of a gradient noise function was Perlin noise, credited to Ken Perlin, who published the description of it in 1985.

  5. OpenSimplex noise - Wikipedia

    en.wikipedia.org/wiki/OpenSimplex_noise

    Abstract composition in 3D generated with the OpenSimplex noise generation algorithm. OpenSimplex noise is an n-dimensional (up to 4D) gradient noise function that was developed in order to overcome the patent-related issues surrounding simplex noise, while likewise avoiding the visually-significant directional artifacts characteristic of Perlin noise.

  6. Audacious (software) - Wikipedia

    en.wikipedia.org/wiki/Audacious_(software)

    Audacious is a free and open-source audio player software with a focus on low resource use, high audio quality, and support for a wide range of audio formats. [6] It is designed primarily for use on POSIX-compatible Unix-like operating systems, with limited support for Microsoft Windows. [7]

  7. Simulation noise - Wikipedia

    en.wikipedia.org/wiki/Simulation_noise

    Perlin noise is the earliest form of lattice noise, which has become very popular in computer graphics. Perlin Noise is not suited for simulation because it is not divergence-free. Noises based on lattices, such as simulation noise and Perlin noise, are often calculated at different frequencies and summed together to form band-limited fractal ...

  8. Talk:Perlin noise - Wikipedia

    en.wikipedia.org/wiki/Talk:Perlin_noise

    Also, using Perlin noise to generate terrain data is not only about games; take for example Terragen. Ddegirmenci 22:30, 21 October 2011 (UTC) I split the Minecraft/Minetest reference into a separate paragraph. Terrain generation is a use for Perlin noise, and so seems correct to list in the "Uses" section.

  9. Ken Perlin - Wikipedia

    en.wikipedia.org/wiki/Ken_Perlin

    In 1996, Perlin received an Academy Award for Technical Achievement from the Academy of Motion Picture Arts and Sciences, for the development of Perlin noise. [7] He had introduced this technique with the goal to produce natural-appearing textures on computer-generated surfaces for motion picture visual effects, while working on the Walt Disney Productions' 1982 feature film TRON for which he ...

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