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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 .
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.
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 ...
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 ...
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 ...
Perlin noise was also created by Ken Perlin as a built-in function within KPL. Much of the MAGi/SynthaVision software was Fortran-based, with a Ratfor interface for the artists. In 1985 Josh Pines argued to use the Unix programming environment for any future software and production programming design.
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.