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Generating textures and geometry in games and art tools are the most common applications. Some examples: http://libnoise.sourceforge.net/examples/complexplane
by gameswithgo 8y ago
Generating textures and geometry in games and art tools are the most common applications.
Some examples:
http://libnoise.sourceforge.net/examples/complexplanet/index.html http://libnoise.sourceforge.net/examples/complexplanet/index...
- eismcc 8y agoWow! Cool examples. Thanks!
- Cthulhu_ 8y agoThat's not what 'noise' looks like to me, or well, it's not the white noise I'd associate with TV, more like err, a semirandom generated height map of sorts. Still, that amount of detail requires billions of datapoints, generating those quickly is beneficial. I can imagine games like Elite: Dangerous and No Man's Sky use those a lot for the trillions of planets they have.
- gameswithgo 8y agoThese are all examples of "Gradient Noise" which is intended to produce naturally varying types of noise. There is also value noise, white noise (what you are thinking of), cellular noise. It is an interesting field! value noise and white noise are computationally easy enough that it probably doesn't make sense to simdify them. probably!