Abstract: Real-world events usually include noise due to various factors present in the situation. Using mathematical methods alone can make the game world to look too sterile and too machine-like. The introduction of noise helps us to create an organic surface to mask the underlying perfectness of the computations - to make it more life-like. Noise can be applied almost everywhere and the methods can be used in making abstract decisions as well as in generating graphical assets. Noise generation can be based on random numbers (i.e. value noise), random unit vectors (i.e. gradient noise such as Perlin noise) or randomly pre-located points (i.e. cell noise such as Worley noise). This chapter focuses on interpolation, visualization, noise composition, periodic noise, Perlin noise and Worley noise. Regardless of the approach chosen, the implementation of a noise generator often requires a high level of optimization.
Publication Year: 2017
Publication Date: 2017-06-19
Language: en
Type: other
Indexed In: ['crossref']
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