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  2. Worley noise - Wikipedia

    en.wikipedia.org/wiki/Worley_noise

    The algorithm chooses random points in space (2- or 3-dimensional) and then for every location in space takes the distances F n to the nth-closest point (e.g. the second-closest point) and uses combinations of those to control color information (note that F n+1 > F n). More precisely: Randomly distribute feature points in space organized as ...

  3. Procedural texture - Wikipedia

    en.wikipedia.org/wiki/Procedural_texture

    Procedurally generated tiling textures. In computer graphics, a procedural texture [1] is a texture created using a mathematical description (i.e. an algorithm) rather than directly stored data. The advantage of this approach is low storage cost, unlimited texture resolution and easy texture mapping. [2]

  4. Perlin noise - Wikipedia

    en.wikipedia.org/wiki/Perlin_noise

    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.

  5. Texture synthesis - Wikipedia

    en.wikipedia.org/wiki/Texture_synthesis

    Texture synthesis is the process of algorithmically constructing a large digital image from a small digital sample image by taking advantage of its structural content. It is an object of research in computer graphics and is used in many fields, amongst others digital image editing, 3D computer graphics and post-production of films.

  6. Mipmap - Wikipedia

    en.wikipedia.org/wiki/Mipmap

    If the texture has a basic size of 256 by 256 pixels, then the associated mipmap set may contain a series of 8 images, each one-fourth the total area of the previous one: 128×128 pixels, 64×64, 32×32, 16×16, 8×8, 4×4, 2×2, 1×1 (a single pixel).

  7. Texture mapping - Wikipedia

    en.wikipedia.org/wiki/Texture_mapping

    Mapping a two-dimensional texture onto a 3D model 1: 3D model without textures 2: Same model with textures. Texture mapping [1] [2] [3] is a method for mapping a texture on a computer-generated graphic. "Texture" in this context can be high frequency detail, surface texture, or color.

  8. Normal mapping - Wikipedia

    en.wikipedia.org/wiki/Normal_mapping

    A normal pointing to right of the texture (1,0,0) is mapped to (255,128,128). Hence the right edge of an object is usually light red. A normal pointing to top of the texture (0,1,0) is mapped to (128,255,128). Hence the top edge of an object is usually light green. A normal pointing to left of the texture (-1,0,0) is mapped to (0,128,128).

  9. Colors of noise - Wikipedia

    en.wikipedia.org/wiki/Colors_of_noise

    The Federal Standard 1037C Telecommunications Glossary [1] [2] defines white, pink, blue, and black noise. The color names for these different types of sounds are derived from a loose analogy between the spectrum of frequencies of sound wave present in the sound (as shown in the blue diagrams) and the equivalent spectrum of light wave frequencies.