Worley noise
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Worley noise is a noise function introduced by Steven Worley in 1996. In
computer graphics Computer graphics deals with generating images with the aid of computers. Today, computer graphics is a core technology in digital photography, film, video games, cell phone and computer displays, and many specialized applications. A great de ...
it is used to create
procedural textures In computer graphics, a procedural texture 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 textu ...
, i.e. textures that are created automatically with arbitrary precision and do not have to be drawn by hand. Worley noise comes close to simulating textures of stone, water, or biological cells.


Basic algorithm

The algorithm chooses random points in space (2- or 3-dimensional) and then for every location in space takes the distances d''n'' to the ''n''th-closest point (e.g. the second-closest point) and uses combinations of those to control color information (note that d''n+1'' > d''n''). More precisely: * Randomly distribute feature points in space organised as grid cells. In practice this is done on the fly without storage (as a ''procedural noise''). The original method considered a variable number of seed points per cell so as to mimic a Poisson distribution, but many implementations just put one. * At run time, extract the distances d''n'' from the given location to the ''n''th-closest seed point. This can be done efficiently by visiting the current cell and its neighbors. * Noise ''W(x)'' is formally the vector of distances, plus possibly the corresponding seed ids, user-combined so as to produce a color.


See also

*
Fractal In mathematics, a fractal is a geometric shape containing detailed structure at arbitrarily small scales, usually having a fractal dimension strictly exceeding the topological dimension. Many fractals appear similar at various scales, as ill ...
*
Voronoi diagram In mathematics, a Voronoi diagram is a partition of a plane into regions close to each of a given set of objects. In the simplest case, these objects are just finitely many points in the plane (called seeds, sites, or generators). For each seed ...
*
Perlin noise Perlin noise is a type of gradient noise developed by Ken Perlin. History Ken Perlin developed Perlin noise in 1983 as a result of his frustration with the "machine-like" look of computer-generated imagery (CGI) at the time. He formally de ...
*
Simplex noise Simplex noise is the result of an ''n''-dimensional noise function comparable to Perlin noise ("classic" noise) but with fewer directional artifacts and, in higher dimensions, a lower computational overhead. Ken Perlin designed the algorithm in ...


References


Further reading

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External links


Detailed description on how to implement cell noise

A version with the color plates appended at the end
Noise (graphics) Special effects Fractals Computer graphic techniques {{Computer-science-stub