I'm having difficulty understanding a lot of the highly mathematical papers available online describing how Perlin noise generation works, and I'm wondering if anyone could point me in the direction of a more accessible introduction. I am looking to use Perlin noise in an application to create 2D textures.
Perlin noise is a popular procedural generation algorithm invented by Ken Perlin. It can be used to generate things like textures and terrain procedurally, meaning without them being manually made by an artist or designer. The algorithm can have 1 or more dimensions, which is basically the number of inputs it gets.
This is because the noise function is deterministic: it gives you the same result for a specific time t each and every time.
The objective of this article is to present an easy-to-understand analysis of Ken Perlin's Improved Perlin Noise. The code in this article is written in C# and is free to use.
It's worth noting that the original Perlin noise algorithm has been deprecated by the author. Ken Perlin designed a new version: Simplex Noise
There is a good explanation of Simplex Noise with Java implementation here.
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