How does it work?

  • Algorithm
  • Examples
  • Real time implementation
The implementation of the noise function itself turns out not to be that complex. I will show how it is constructed, and various ways it is used in shader programs to get different kinds of procedural textures. There will be pictures and animations.

Finally I'll talk about a real-time implementation, which I designed so that it could be used most effectively in game hardware and other platforms that support noise-intensive imagery at many frames per second.