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Perlin Noise: A Procedural Generation Algorithm

rtouti.github.io · 4,128 words · saved by 1 readers

It took me quite some time to understand how the algorithm works and a lot of resources helped me along the way. This is my way to return the favor. Perlin noise is a popular procedural generation algorithm invented by Ken Perlin. It can be used to generate things like textures and terrain procedurally, meaning without them being manually made by an artist or designer. The algorithm can have 1 or more dimensions, which is basically the number of inputs it gets. In this article, I will use 2 dimensions because it’s easier to visualize than 3 dimensions. There is also a lot of confusion about what Perlin noise is and what it is not. It is often confused with value noise and simplex noise. There is basically 4 type of noise that are similar and that are often confused with one another : classic Perlin noise, improved Perlin noise, simplex noise, and value noise. Improved Perlin noise is an improved version of classic Perlin noise. Simplex noise is different but is also made by Ken Perlin.

Perlin Noise: A Procedural Generation Algorithm Raouf's Blog About Perlin Noise: A Procedural Generation Algorithm This article is my humble attempt to explain how the algorithm works and how to use it. It took me quite some time to understand how the algorithm works and a lot of resources helped me along the way. This is my way to return the favor. Perlin noise is a popular procedural generation algorithm invented by Ken Perlin. It can be used to generate things like textures and terrain procedurally, meaning without them being manually made by an artist or designer. The algorithm can have 1

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