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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 ...
Outerra Anteworld is a video game in development that uses procedural generation and real world data to create a virtual replica of planet Earth in true scale. No Man's Sky , by using procedural generation, is the largest video game in history, featuring a universe of 18 quintillion planets across entire galaxies, which can be explored in ...
Initially these functions were based on simple combination of procedural noise functions like Simplex noise or Perlin noise. Currently a vast arsenal of techniques are available, ranging from structured regular texture (like a brick wall), to structured irregular textures (like a stonewall), to purely stochastic textures.
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.
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.
2D Value noise rescaled and added onto itself to create fractal noise. Value noise is a type of noise commonly used as a procedural texture primitive in computer graphics. It is conceptually different from, and often confused with gradient noise, examples of which are Perlin noise and Simplex noise. This method consists of the creation of a ...
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 ...
Noise in computer graphics refers to various pseudo-random functions used to create textures, including: Gradient noise, created by interpolation of a lattice of pseudorandom gradients Perlin noise, a type of gradient noise developed in 1983; Simplex noise, a method for constructing an n-dimensional noise function comparable to Perlin noise