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Perlin noise

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. It is most commonly implemented in two, three, or four dimensions, but can be defined for any number of dimensions.

Two-dimensional slice through 3D Perlin noise at z = 0

History edit

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.[1] He formally described his findings in a SIGGRAPH paper in 1985 called "An Image Synthesizer".[2] He developed it after working on Disney's computer animated sci-fi motion picture Tron (1982) for the animation company Mathematical Applications Group (MAGI).[3] In 1997, Perlin was awarded an Academy Award for Technical Achievement for creating the algorithm, the citation for which read:[4][5][6][7]

To Ken Perlin for the development of Perlin Noise, a technique used to produce natural appearing textures on computer generated surfaces for motion picture visual effects. The development of Perlin Noise has allowed computer graphics artists to better represent the complexity of natural phenomena in visual effects for the motion picture industry.

Perlin did not apply for any patents on the algorithm, but in 2001 he was granted a patent for the use of 3D+ implementations of simplex noise for texture synthesis. Simplex noise has the same purpose, but uses a simpler space-filling grid. Simplex noise alleviates some of the problems with Perlin's "classic noise", among them computational complexity and visually-significant directional artifacts.[8]

Uses edit

 
A virtual landscape generated using Perlin noise

Perlin noise is a procedural texture primitive, a type of gradient noise used by visual effects artists to increase the appearance of realism in computer graphics. The function has a pseudo-random appearance, yet all of its visual details are the same size. This property allows it to be readily controllable; multiple scaled copies of Perlin noise can be inserted into mathematical expressions to create a great variety of procedural textures. Synthetic textures using Perlin noise are often used in CGI to make computer-generated visual elements – such as object surfaces, fire, smoke, or clouds – appear more natural, by imitating the controlled random appearance of textures in nature.

 
An virtual organic surface generated with Perlin noise

It is also frequently used to generate textures when memory is extremely limited, such as in demos. Its successors, such as fractal noise and simplex noise, have become nearly ubiquitous in graphics processing units both for real-time graphics and for non-real-time procedural textures in all kinds of computer graphics.

It is frequently used in video games to make procedurally generated terrain that looks natural. This success is in part due to the hierarchical structuring of Perlin noise that mimics naturally occurring hierarchical structures, and therefore also has found to be useful in environmental science applications.[9]

Algorithm detail edit

 
Perlin noise rescaled and added into itself to create fractal noise. At each step, noise frequency is doubled and amplitude is halved.
 
2-D Perlin noise with a contour line at zero, showing that the noise is zero at the gradient mesh intersections

Perlin noise is most commonly implemented as a two-, three- or four-dimensional function, but can be defined for any number of dimensions. An implementation typically involves three steps: defining a grid of random gradient vectors, computing the dot product between the gradient vectors and their offsets, and interpolation between these values. [7]

Grid definition edit

 
A two-dimensional grid of gradient vectors

Define an n-dimensional grid where each grid intersection has associated with it a fixed random n-dimensional unit-length gradient vector, except in the one dimensional case where the gradients are random scalars between −1 and 1.

Dot product edit

 
The dot product of each point with its nearest grid node gradient value. The dot product with the other three nodes in the cell is not shown.

For working out the value of any candidate point, first find the unique grid cell in which the point lies. Then, identify the 2n corners of that cell and their associated gradient vectors. Next, for each corner, calculate an offset vector. An offset vector is a displacement vector from that corner to the candidate point.

For each corner, we take the dot product between its gradient vector and the offset vector to the candidate point. This dot product will be zero if the candidate point is exactly at the grid corner.

Note that a gradient vector's influence grows with distance, which can be avoided by normalizing the offset vector to a length of 1 first. This would introduce noticeable sharp changes, except the distance is taken into account in the following interpolation step. Normalizing the offset vector is however not a common practice.

For a point in a two-dimensional grid, this will require the computation of four offset vectors and dot products, while in three dimensions it will require eight offset vectors and eight dot products. In general, the algorithm has O(2n) complexity in n dimensions.

Interpolation edit

 
The final interpolated result

The final step is interpolation between the 2n dot products. Interpolation is performed using a function that has zero first derivative (and possibly also second derivative) at the 2n grid nodes. Therefore, at points close to the grid nodes, the output will approximate the dot product of the gradient vector of the node and the offset vector to the node. This means that the noise function will pass through 0 at every node, giving Perlin noise its characteristic look.

If n = 1, an example of a function that interpolates between value a0 at grid node 0 and value a1 at grid node 1 is

 

where the smoothstep function was used.

Noise functions for use in computer graphics typically produce values in the range [–1.0, 1.0] and can be scaled accordingly.

Implementation edit

The following is a two-dimensional implementation of classical Perlin noise, written in C.

The original reference implementation by Perlin had major differences[citation needed]:

  • it is using a three-dimensional approach by interpolating between 8 corners of a cube instead of the 4 corners of a square below.
  • the random gradient direction shuffles bits of the integer coordinates of corners, which is much faster than shuffling using the interference at high frequency of rotations of the integer coordinates of corners, merged and rotated again at high frequency by a product: the rotations are not uniformly distributed.
  • Perlin's method split the integer space into 256 × 256 × 256 cubes and then uses a random permutation of these cubes to shuffle them, and then each cube position corners is assigned one of twelve directions to the neighboring non-permuted cubes in a 4 × 4 × 4 paving space: this requires only integer operations but maintains a uniform distribution of directions.
  • the interpolation function is the smoother 4-degree smootherstep (with the first three derivatives equal to zero on the clamping boundaries) and not the basic linear step. This avoids visible artefacts, notably along vertices or diagonals joining the sampling corners, where the result would visibly be anisotropic (tainting the desired white noise into pink noise; if the noise was used to generate a solid crystal, it would not be entirely black and opaque to the light, but partly transparent and colored in some discrete directions of observation).
#include <math.h> /* Function to linearly interpolate between a0 and a1  * Weight w should be in the range [0.0, 1.0]  */ float interpolate(float a0, float a1, float w) {  /* // You may want clamping by inserting:  * if (0.0 > w) return a0;  * if (1.0 < w) return a1;  */  return (a1 - a0) * w + a0;  /* // Use this cubic interpolation [[Smoothstep]] instead, for a smooth appearance:  * return (a1 - a0) * (3.0 - w * 2.0) * w * w + a0;  *  * // Use [[Smootherstep]] for an even smoother result with a second derivative equal to zero on boundaries:  * return (a1 - a0) * ((w * (w * 6.0 - 15.0) + 10.0) * w * w * w) + a0;  */ } typedef struct {  float x, y; } vector2; /* Create pseudorandom direction vector  */ vector2 randomGradient(int ix, int iy) {  // No precomputed gradients mean this works for any number of grid coordinates  const unsigned w = 8 * sizeof(unsigned);  const unsigned s = w / 2; // rotation width  unsigned a = ix, b = iy;  a *= 3284157443; b ^= a << s | a >> w-s;  b *= 1911520717; a ^= b << s | b >> w-s;  a *= 2048419325;  float random = a * (3.14159265 / ~(~0u >> 1)); // in [0, 2*Pi]  vector2 v;  v.x = cos(random); v.y = sin(random);  return v; } // Computes the dot product of the distance and gradient vectors. float dotGridGradient(int ix, int iy, float x, float y) {  // Get gradient from integer coordinates  vector2 gradient = randomGradient(ix, iy);  // Compute the distance vector  float dx = x - (float)ix;  float dy = y - (float)iy;  // Compute the dot-product  return (dx*gradient.x + dy*gradient.y); } // Compute Perlin noise at coordinates x, y float perlin(float x, float y) {  // Determine grid cell coordinates  int x0 = (int)floor(x);  int x1 = x0 + 1;  int y0 = (int)floor(y);  int y1 = y0 + 1;  // Determine interpolation weights  // Could also use higher order polynomial/s-curve here  float sx = x - (float)x0;  float sy = y - (float)y0;  // Interpolate between grid point gradients  float n0, n1, ix0, ix1, value;  n0 = dotGridGradient(x0, y0, x, y);  n1 = dotGridGradient(x1, y0, x, y);  ix0 = interpolate(n0, n1, sx);  n0 = dotGridGradient(x0, y1, x, y);  n1 = dotGridGradient(x1, y1, x, y);  ix1 = interpolate(n0, n1, sx);  value = interpolate(ix0, ix1, sy);  return value; // Will return in range -1 to 1. To make it in range 0 to 1, multiply by 0.5 and add 0.5 } 

Permutation edit

Many implementations of Perlin noise use the same permutation set that Ken Perlin used in his original implementation.[10] That implementation is as follows:

int permutation[] = { 151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225,   140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190, 6, 148,   247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32,    57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175,    74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, 231, 83, 111, 229, 122,    60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143, 54,    65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169,   200, 196, 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64,    52, 217, 226, 250, 124, 123, 5, 202, 38, 147, 118, 126, 255, 82, 85, 212,   207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213,   119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9,   129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104,   218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241,    81, 51, 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157,   184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93,   222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180 }; 

This specific permutation is not absolutely required, though it does require a randomized array of the integers 0 to 255. If creating a new permutation table, care should be taken to ensure uniform distribution of the values.[11]

Complexity edit

For each evaluation of the noise function, the dot product of the position and gradient vectors must be evaluated at each node of the containing grid cell. Perlin noise therefore scales with complexity O(2n) for n dimensions. Alternatives to Perlin noise producing similar results with improved complexity scaling include simplex noise and OpenSimplex noise.

See also edit

References edit

  1. ^ Perlin, Ken. . noisemachine.com. Ken Perlin. Archived from the original on October 8, 2007.
  2. ^ Perlin, Ken (July 1985). "An image synthesizer". ACM SIGGRAPH Computer Graphics. 19 (97–8930): 287–296. doi:10.1145/325165.325247.
  3. ^ Perlin, Ken. "In the beginning: The Pixel Stream Editor" (PDF). Retrieved May 31, 2022.
  4. ^ Tanner, Mike. "Oscar is FX Wizard's Reward". Wired. ISSN 1059-1028. Retrieved 2022-05-31.
  5. ^ Original source code
  6. ^ . Archived from the original on 2018-05-01. Retrieved 2011-05-29.{{cite web}}: CS1 maint: archived copy as title (link) CS1 maint: bot: original URL status unknown (link) of Ken Perlin's 'coherent noise function'
  7. ^ a b Gustavson, Stefan. (PDF). Archived from the original (PDF) on 21 March 2023. Retrieved 24 April 2019.
  8. ^ US patent 6867776, Kenneth Perlin, "Standard for perlin noise", issued 2005-03-15, assigned to Kenneth Perlin and Wsou Investments LLC 
  9. ^ Etherington, Thomas R. (2022). "Perlin noise as a hierarchical neutral landscape model". Web Ecology. 22 (1): 1–6. doi:10.5194/we-22-1-2022.
  10. ^ Perlin, Ken. "Perlin noise". Retrieved 26 August 2020.
  11. ^ . Archived from the original on 17 February 2023. Retrieved 26 August 2020.

External links edit

  • Rob Farber's tutorial demonstrating Perlin noise generation and visualization on CUDA-enabled graphics processors
  • Jason Bevins's extensive C++ library for generating complex, coherent noise values
  • PHP Implementation (GitHub)
  • The Book of Shaders by Patricio Gonzalez Vivo & Jen Lowe
  • Perlin noise online generator
  • Python package to create Perlin noise
  • Random terrain generation and perlin noise with SDL

perlin, noise, type, gradient, noise, developed, perlin, 1983, many, uses, including, limited, procedurally, generating, terrain, applying, pseudo, random, changes, variable, assisting, creation, image, textures, most, commonly, implemented, three, four, dimen. 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 It is most commonly implemented in two three or four dimensions but can be defined for any number of dimensions Two dimensional slice through 3D Perlin noise at z 0 Contents 1 History 2 Uses 3 Algorithm detail 3 1 Grid definition 3 2 Dot product 3 3 Interpolation 4 Implementation 5 Permutation 6 Complexity 7 See also 8 References 9 External linksHistory editKen 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 1 He formally described his findings in a SIGGRAPH paper in 1985 called An Image Synthesizer 2 He developed it after working on Disney s computer animated sci fi motion picture Tron 1982 for the animation company Mathematical Applications Group MAGI 3 In 1997 Perlin was awarded an Academy Award for Technical Achievement for creating the algorithm the citation for which read 4 5 6 7 To Ken Perlin for the development of Perlin Noise a technique used to produce natural appearing textures on computer generated surfaces for motion picture visual effects The development of Perlin Noise has allowed computer graphics artists to better represent the complexity of natural phenomena in visual effects for the motion picture industry Perlin did not apply for any patents on the algorithm but in 2001 he was granted a patent for the use of 3D implementations of simplex noise for texture synthesis Simplex noise has the same purpose but uses a simpler space filling grid Simplex noise alleviates some of the problems with Perlin s classic noise among them computational complexity and visually significant directional artifacts 8 Uses edit nbsp A virtual landscape generated using Perlin noise Perlin noise is a procedural texture primitive a type of gradient noise used by visual effects artists to increase the appearance of realism in computer graphics The function has a pseudo random appearance yet all of its visual details are the same size This property allows it to be readily controllable multiple scaled copies of Perlin noise can be inserted into mathematical expressions to create a great variety of procedural textures Synthetic textures using Perlin noise are often used in CGI to make computer generated visual elements such as object surfaces fire smoke or clouds appear more natural by imitating the controlled random appearance of textures in nature nbsp An virtual organic surface generated with Perlin noise It is also frequently used to generate textures when memory is extremely limited such as in demos Its successors such as fractal noise and simplex noise have become nearly ubiquitous in graphics processing units both for real time graphics and for non real time procedural textures in all kinds of computer graphics It is frequently used in video games to make procedurally generated terrain that looks natural This success is in part due to the hierarchical structuring of Perlin noise that mimics naturally occurring hierarchical structures and therefore also has found to be useful in environmental science applications 9 Algorithm detail edit nbsp Perlin noise rescaled and added into itself to create fractal noise At each step noise frequency is doubled and amplitude is halved nbsp 2 D Perlin noise with a contour line at zero showing that the noise is zero at the gradient mesh intersections Perlin noise is most commonly implemented as a two three or four dimensional function but can be defined for any number of dimensions An implementation typically involves three steps defining a grid of random gradient vectors computing the dot product between the gradient vectors and their offsets and interpolation between these values 7 Grid definition edit nbsp A two dimensional grid of gradient vectors Define an n dimensional grid where each grid intersection has associated with it a fixed random n dimensional unit length gradient vector except in the one dimensional case where the gradients are random scalars between 1 and 1 Dot product edit nbsp The dot product of each point with its nearest grid node gradient value The dot product with the other three nodes in the cell is not shown For working out the value of any candidate point first find the unique grid cell in which the point lies Then identify the 2n corners of that cell and their associated gradient vectors Next for each corner calculate an offset vector An offset vector is a displacement vector from that corner to the candidate point For each corner we take the dot product between its gradient vector and the offset vector to the candidate point This dot product will be zero if the candidate point is exactly at the grid corner Note that a gradient vector s influence grows with distance which can be avoided by normalizing the offset vector to a length of 1 first This would introduce noticeable sharp changes except the distance is taken into account in the following interpolation step Normalizing the offset vector is however not a common practice For a point in a two dimensional grid this will require the computation of four offset vectors and dot products while in three dimensions it will require eight offset vectors and eight dot products In general the algorithm has O 2n complexity in n dimensions Interpolation edit nbsp The final interpolated result The final step is interpolation between the 2n dot products Interpolation is performed using a function that has zero first derivative and possibly also second derivative at the 2n grid nodes Therefore at points close to the grid nodes the output will approximate the dot product of the gradient vector of the node and the offset vector to the node This means that the noise function will pass through 0 at every node giving Perlin noise its characteristic look If n 1 an example of a function that interpolates between value a0 at grid node 0 and value a1 at grid node 1 is f x a 0 smoothstep x a 1 a 0 for 0 x 1 displaystyle f x a 0 operatorname smoothstep x cdot a 1 a 0 quad text for 0 leq x leq 1 nbsp where the smoothstep function was used Noise functions for use in computer graphics typically produce values in the range 1 0 1 0 and can be scaled accordingly Implementation editThis article possibly contains original research Please improve it by verifying the claims made and adding inline citations Statements consisting only of original research should be removed August 2022 Learn how and when to remove this message The following is a two dimensional implementation of classical Perlin noise written in C The original reference implementation by Perlin had major differences citation needed it is using a three dimensional approach by interpolating between 8 corners of a cube instead of the 4 corners of a square below the random gradient direction shuffles bits of the integer coordinates of corners which is much faster than shuffling using the interference at high frequency of rotations of the integer coordinates of corners merged and rotated again at high frequency by a product the rotations are not uniformly distributed Perlin s method split the integer space into 256 256 256 cubes and then uses a random permutation of these cubes to shuffle them and then each cube position corners is assigned one of twelve directions to the neighboring non permuted cubes in a 4 4 4 paving space this requires only integer operations but maintains a uniform distribution of directions the interpolation function is the smoother 4 degree smootherstep with the first three derivatives equal to zero on the clamping boundaries and not the basic linear step This avoids visible artefacts notably along vertices or diagonals joining the sampling corners where the result would visibly be anisotropic tainting the desired white noise into pink noise if the noise was used to generate a solid crystal it would not be entirely black and opaque to the light but partly transparent and colored in some discrete directions of observation include lt math h gt Function to linearly interpolate between a0 and a1 Weight w should be in the range 0 0 1 0 float interpolate float a0 float a1 float w You may want clamping by inserting if 0 0 gt w return a0 if 1 0 lt w return a1 return a1 a0 w a0 Use this cubic interpolation Smoothstep instead for a smooth appearance return a1 a0 3 0 w 2 0 w w a0 Use Smootherstep for an even smoother result with a second derivative equal to zero on boundaries return a1 a0 w w 6 0 15 0 10 0 w w w a0 typedef struct float x y vector2 Create pseudorandom direction vector vector2 randomGradient int ix int iy No precomputed gradients mean this works for any number of grid coordinates const unsigned w 8 sizeof unsigned const unsigned s w 2 rotation width unsigned a ix b iy a 3284157443 b a lt lt s a gt gt w s b 1911520717 a b lt lt s b gt gt w s a 2048419325 float random a 3 14159265 0u gt gt 1 in 0 2 Pi vector2 v v x cos random v y sin random return v Computes the dot product of the distance and gradient vectors float dotGridGradient int ix int iy float x float y Get gradient from integer coordinates vector2 gradient randomGradient ix iy Compute the distance vector float dx x float ix float dy y float iy Compute the dot product return dx gradient x dy gradient y Compute Perlin noise at coordinates x y float perlin float x float y Determine grid cell coordinates int x0 int floor x int x1 x0 1 int y0 int floor y int y1 y0 1 Determine interpolation weights Could also use higher order polynomial s curve here float sx x float x0 float sy y float y0 Interpolate between grid point gradients float n0 n1 ix0 ix1 value n0 dotGridGradient x0 y0 x y n1 dotGridGradient x1 y0 x y ix0 interpolate n0 n1 sx n0 dotGridGradient x0 y1 x y n1 dotGridGradient x1 y1 x y ix1 interpolate n0 n1 sx value interpolate ix0 ix1 sy return value Will return in range 1 to 1 To make it in range 0 to 1 multiply by 0 5 and add 0 5 Permutation editMany implementations of Perlin noise use the same permutation set that Ken Perlin used in his original implementation 10 That implementation is as follows int permutation 151 160 137 91 90 15 131 13 201 95 96 53 194 233 7 225 140 36 103 30 69 142 8 99 37 240 21 10 23 190 6 148 247 120 234 75 0 26 197 62 94 252 219 203 117 35 11 32 57 177 33 88 237 149 56 87 174 20 125 136 171 168 68 175 74 165 71 134 139 48 27 166 77 146 158 231 83 111 229 122 60 211 133 230 220 105 92 41 55 46 245 40 244 102 143 54 65 25 63 161 1 216 80 73 209 76 132 187 208 89 18 169 200 196 135 130 116 188 159 86 164 100 109 198 173 186 3 64 52 217 226 250 124 123 5 202 38 147 118 126 255 82 85 212 207 206 59 227 47 16 58 17 182 189 28 42 223 183 170 213 119 248 152 2 44 154 163 70 221 153 101 155 167 43 172 9 129 22 39 253 19 98 108 110 79 113 224 232 178 185 112 104 218 246 97 228 251 34 242 193 238 210 144 12 191 179 162 241 81 51 145 235 249 14 239 107 49 192 214 31 181 199 106 157 184 84 204 176 115 121 50 45 127 4 150 254 138 236 205 93 222 114 67 29 24 72 243 141 128 195 78 66 215 61 156 180 This specific permutation is not absolutely required though it does require a randomized array of the integers 0 to 255 If creating a new permutation table care should be taken to ensure uniform distribution of the values 11 Complexity editFor each evaluation of the noise function the dot product of the position and gradient vectors must be evaluated at each node of the containing grid cell Perlin noise therefore scales with complexity O 2n for n dimensions Alternatives to Perlin noise producing similar results with improved complexity scaling include simplex noise and OpenSimplex noise See also editValue noise Simulation noise Simplex noiseReferences edit Perlin Ken Making Noise noisemachine com Ken Perlin Archived from the original on October 8 2007 Perlin Ken July 1985 An image synthesizer ACM SIGGRAPH Computer Graphics 19 97 8930 287 296 doi 10 1145 325165 325247 Perlin Ken In the beginning The Pixel Stream Editor PDF Retrieved May 31 2022 Tanner Mike Oscar is FX Wizard s Reward Wired ISSN 1059 1028 Retrieved 2022 05 31 Original source code Archived copy Archived from the original on 2018 05 01 Retrieved 2011 05 29 a href Template Cite web html title Template Cite web cite web a CS1 maint archived copy as title link CS1 maint bot original URL status unknown link of Ken Perlin s coherent noise function a b Gustavson Stefan Simplex noise demystified PDF Archived from the original PDF on 21 March 2023 Retrieved 24 April 2019 US patent 6867776 Kenneth Perlin Standard for perlin noise issued 2005 03 15 assigned to Kenneth Perlin and Wsou Investments LLC Etherington Thomas R 2022 Perlin noise as a hierarchical neutral landscape model Web Ecology 22 1 1 6 doi 10 5194 we 22 1 2022 Perlin Ken Perlin noise Retrieved 26 August 2020 Perlin Noise Part 2 Archived from the original on 17 February 2023 Retrieved 26 August 2020 External links edit nbsp Wikimedia Commons has media related to Category Perlin noise Matt Zucker s Perlin noise math FAQ Rob Farber s tutorial demonstrating Perlin noise generation and visualization on CUDA enabled graphics processors Jason Bevins s extensive C library for generating complex coherent noise values PHP Implementation GitHub Perlin Noise Explained in Depth with C source code The Book of Shaders by Patricio Gonzalez Vivo amp Jen Lowe Perlin noise online generator Python package to create Perlin noise Random terrain generation and perlin noise with SDL Retrieved from https en wikipedia org w index php title Perlin noise amp oldid 1223428305, wikipedia, wiki, book, books, library,

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