Worley noise is a noise function introduced by Steven Worley in 1996. In computer graphics it is used to create procedural textures, that is textures that are created automatically in arbitrary precision and do not have to be drawn by hand. Worley noise comes close to simulating textures of stone, water, or cell noise.
The basic idea is to take random points in space (2- or 3-dimensional) and then for every point in space take the distance to the nth-closest point (e.g. the second-closest point) as some kind of color information. More precisely:
- Randomly distribute feature points in space
- Noise Fn(x) is distance to nth-closest point to x
In the case of two dimensions, twenty-five squares' points need to be generated (in a five by five arrangement), to be sure to find the closest. Usually, nine squares' points (in a three by three arrangement) is considered enough for practical applications.
- Worley, Steven (1996). A cellular texture basis function (PDF). Proceedings of the 23rd annual conference on computer graphics and interactive techniques. acm.org. pp. 291–294. ISBN 0-89791-746-4.
- David S. Ebert; F. Kenton Musgrave; Darwyn Peachey; Ken Perlin; Steve Worley (2002). Texturing and Modeling: A Procedural Approach. Morgan Kaufmann. pp. 135–155. ISBN 978-1-55860-848-1.
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