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Gradient noise

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Gradient 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, value noise. This method consists of a creation of a lattice of random (or typically pseudorandom) gradients, dot products of which are then interpolated to obtain values in between the lattices. An artifact of some implementations of this noise is that the returned value at the lattice points is 0.

Value noiseValue noiseValue 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 lattice of points which are assigned random values. The noise function then returns the interpolated number based on the values of the surrounding lattice points.Noise (spectral phenomenon)Noise (spectral phenomenon)Noise is any type of random, troublesome, problematic, or unwanted signals. Acoustic noise may mar aesthetic experience, such as attending a concert hall. It may also be a medical issue inherent in the biology of hearing. In technology, noise is unwanted signals in a device or apparatus, commonly of an electrical nature. The nature of noise is much studied in mathematics and is a prominent topic in statistics.Perlin noisePerlin noisePerlin noise is a type of gradient noise developed by Ken Perlin in 1982. 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. It is most commonly implemented in two, three, or four dimensions, but can be defined for any number of dimensions.Simplex noiseSimplex noiseSimplex 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 to address the limitations of his classic noise function, especially in higher dimensions.OpenSimplex noiseOpenSimplex noiseOpenSimplex noise is an n-dimensional (up to 4D) gradient noise function that was developed by Kurt Spencer in 2014 in order to overcome the patent-related issues surrounding simplex noise, while likewise avoiding the visually-significant directional artifacts characteristic of Perlin noise.Procedural textureProcedural textureIn 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 texture mapping. These kinds of textures are often used to model surface or volumetric representations of natural elements such as wood, marble, granite, metal, stone, and others.Ken PerlinKen PerlinKenneth H. Perlin is a professor in the Department of Computer Science at New York University, founding director of the Media Research Lab at NYU, director of the Future Reality Lab at NYU, and the director of the Games for Learning Institute. He holds a BA.Simulation noiseSimulation noise is a function that creates a divergence-free vector field. This signal can be used in artistic simulations for the purpose of increasing the perception of extra detail. The function can be calculated in three dimensions by dividing the space into a regular lattice grid. With each edge is associated a random value, indicating a rotational component of material revolving around the edge.PseudorandomnessPseudorandomnessA pseudorandom sequence of numbers is one that appears to be statistically random, despite having been produced by a completely deterministic and repeatable process. Pseudorandom number generators are often used in computer programming, as traditional sources of randomness available to humans (such as rolling dice) rely on physical processes not readily available to computer programs, although developments in hardware random number generator technology have challenged this.Dot productIn mathematics, the dot product is an algebraic operation that takes two equal-length sequences of numbers (usually coordinate vectors), and returns a single number. In Euclidean geometry, the scalar product of two vectors is the dot product of their Cartesian coordinates, and is independent from the choice of a particular Cartesian coordinate system.GradientGradientMultivariate derivative (mathematics)The gradient, represented by the blue arrows, denotes the direction of greatest change of a scalar function. The values of the function are represented in greyscale and increase in value from white (low) to dark (high).Worley noiseWorley noiseWorley 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. Worley noise is used to create procedural textures.

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