Perlin Noise

Another important way to simulate randomness is using Perlin noise generation. Perlin noise generation differs from random generation as it uses a “smooth” sequence of psuedo random numbers, where a singular value in a sequence depends on its predecessors. This is especially useful in creating natural phenomena such as clouds and the textures of materials like marble or wood. Take these examples;

Screen Shot 2014-10-10 at 13.12.13 Screen Shot 2014-10-10 at 13.13.18

This example assigns a random brightness to each pixel on the screen. Notice how dark pixels are adjacent to light ones, creating a grainy texture.

Screen Shot 2014-10-10 at 13.07.44 Screen Shot 2014-10-10 at 13.05.50

However this sketch assigns a random brightness to each pixel on the screen using Perlin noise. As the brightness value of each pixel depends on its neighbours, clumps of brightness and darkness form.

Advertisements

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s