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OpenSimplex noise

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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 in order to overcome the patent-related issues surrounding Simplex noise, while continuing to also avoid 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,[1] OpenSimplex noise instead swaps the skew and inverse-skew factors and uses a stretched hypercubic honeycomb. The stretched hypercubic honeycomb becomes a Simplectic honeycomb after subdivision.[2] 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.[2]
  • 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.[2]

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

See also

References

  1. ^ Ken Perlin, Noise hardware. In Real-Time Shading SIGGRAPH Course Notes (2001), Olano M., (Ed.). (pdf)
  2. ^ a b c Spirit of Iron: Simplectic Noise Michael Powell's blog