OpenSimplex noise

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File:Composition in 3D generated with the opensimplex noise.png
Abstract composition in 3D generated with the OpenSimplex noise generation algorithm.

OpenSimplex noise is an n-dimensional (up to 4D) gradient noise function that was developed by Kurt Spencer[1] in 2014 in order to overcome the patent-related issues surrounding simplex noise, while likewise avoiding the visually-significant directional artifacts characteristic of Perlin noise.

The algorithm shares numerous similarities with simplex noise, but has two primary differences:

  • Whereas simplex noise starts with a hypercubic honeycomb and squashes it down the main diagonal in order to form its grid structure,[2] OpenSimplex noise instead swaps the skew and inverse-skew factors and uses a stretched hypercubic honeycomb. The stretched hypercubic honeycomb becomes a simplicial honeycomb after subdivision.[3] This means that 2D Simplex and 2D OpenSimplex both use different orientations of the triangular tiling, but whereas 3D Simplex uses the tetragonal disphenoid honeycomb, 3D OpenSimplex uses the tetrahedral-octahedral honeycomb.[3]
  • OpenSimplex noise uses a larger kernel size than simplex noise. The result is a smoother appearance at the cost of performance, as additional vertices need to be determined and factored into each evaluation.[3]

OpenSimplex has a variant called "SuperSimplex" (or OpenSimplex2S), which is visually smoother. "OpenSimplex2F" is identical to the original SuperSimplex.

See also

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References

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  1. ^ Lua error in Module:Citation/CS1/Configuration at line 2172: attempt to index field '?' (a nil value).
  2. ^ Ken Perlin, Noise hardware. In Real-Time Shading SIGGRAPH Course Notes (2001), Olano M., (Ed.). (pdf)
  3. ^ a b c Spirit of Iron: Simplectic Noise Michael Powell's blog
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