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  2. Perlin noise - Wikipedia

    en.wikipedia.org/wiki/Perlin_noise

    A virtual landscape generated using Perlin noise. Perlin noise is a procedural texture primitive, a type of gradient noise used by visual effects artists to increase the appearance of realism in computer graphics. The function has a pseudo-random appearance, yet all of its visual details are the same size. This property allows it to be readily ...

  3. 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 ...

  4. Simplex noise - Wikipedia

    en.wikipedia.org/wiki/Simplex_noise

    Simplex noise. Simplex noise is the result of an n-dimensional noise function comparable to Perlin noise ("classic" noise) but with fewer directional artifacts, in higher dimensions, and a lower computational overhead. Ken Perlin designed the algorithm in 2001 [1] to address the limitations of his classic noise function, especially in higher ...

  5. 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.

  6. Procedural generation - Wikipedia

    en.wikipedia.org/wiki/Procedural_generation

    [10] [11] In 2004, a PC first-person shooter called .kkrieger was released by a German demo group. It is entirely contained in a 96 kilobyte executable for Microsoft Windows that generates hundreds of megabytes of 3D and texture data when run. According to one of the programmers, "it was a complete failure as far as the game side was concerned ...

  7. OpenSimplex noise - Wikipedia

    en.wikipedia.org/wiki/OpenSimplex_noise

    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. The algorithm shares numerous similarities with simplex noise, but has two ...

  8. Talk:Perlin noise - Wikipedia

    en.wikipedia.org/wiki/Talk:Perlin_noise

    It does not use the same noise generation technique that Perlin invented. There seems to be some confusion over whether "Perlin Noise" refers to the specific noise generation algorithm that Perlin invented or to noise-based textures in general which Perlin's work popularized.--Vorpy 21:40, 18 February 2007 (UTC)

  9. Ken Perlin - Wikipedia

    en.wikipedia.org/wiki/Ken_Perlin

    In 1996, K. 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 ...

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