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Perlin noise : ウィキペディア英語版
Perlin noise

Perlin noise is a type of gradient noise developed by Ken Perlin in 1983 as a result of his frustration with the "machine-like" look of computer graphics at the time.〔(Making Noise ) Ken Perlin talk on noise〕
In 1997, Perlin was awarded an Academy Award for Technical Achievement for discovering the algorithm, the award:〔(Original source code ) of Ken Perlin's 'coherent noise function'〕
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.〔(Ken Perlin's 2001 Perlin Noise patent )〕
==Uses==

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 fire, smoke, or clouds – appear more natural, by imitating the controlled random appearance of textures of nature.
It is also frequently used to generate textures when memory is extremely limited, such as in demos, and is increasingly finding use in graphics processing units for real-time graphics in computer games.

抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)
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