Perlin Noise oor Hongaars

Perlin Noise

en
A technique developed by Ken Perlin which uses a texturing primitive (noise) in combination with mathematical expressions to render natural looking images and textures such as ice, wood grain and stone on computer generated surfaces in graphics and animations.

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Perlin zaj

en
A technique developed by Ken Perlin which uses a texturing primitive (noise) in combination with mathematical expressions to render natural looking images and textures such as ice, wood grain and stone on computer generated surfaces in graphics and animations.
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Perlin noise

naamwoord
en
(computer graphics) Random-looking visual noise generated by a function and widely used in computer graphics to simulate effects such as fire and clouds.

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Advanced filtering
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Perlin noise is most commonly implemented as a two-, three- or four-dimensional function, but can be defined for any number of dimensions.
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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.
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The development of Perlin Noise has allowed computer graphics artists to better represent the complexity of natural phenomena in visual effects for the motion picture industry.
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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.
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Perlin noise resulted from the work of Ken Perlin, who developed it at Mathematical Applications Group, Inc. (MAGI) for Disney's computer animated sci-fi motion picture Tron (1982).
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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.
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Simplex noise alleviates some of the problems with Perlin's "classic noise", among them computational complexity and visually-significant directional artifacts.
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Synthetic textures using Perlin noise are often used in CGI to make computer-generated visual elements – such as object surfaces, fire, smoke, or clouds – appear more natural, by imitating the controlled random appearance of textures in nature.
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In 1997, Perlin was awarded an Academy Award for Technical Achievement for creating the algorithm: To Ken Perlin for the development of Perlin Noise, a technique used to produce natural appearing textures on computer generated surfaces for motion picture visual effects.
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* Custom shape and texture with Perlin noise support
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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.
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