In 1983, frustrated by the "machine-like" look of randomness in computer graphics (like Brownian motion), Ken Perlin invented the now-famous Perlin noise algorithm. It has since been used in countless feature films and videogames to create realistic smoke, clouds, and other textures (and the terrain in the game Minecraft). In 1997, Perlin won an Academy Award for the algorithm.
We can use Perlin noise for more realistic textures, like in this example, but also motion – see the "Perlin Motion" example (next!) for more on that.
🖥 https://editor.p5js.org/jeffThompson/...
ALL THE VIDEOS IN THIS UNIT
🎥 • CP1: Week 04 (Randomness)
SEE ALSO
💡 https://en.wikipedia.org/wiki/Perlin_...
💡 http://flafla2.github.io/2014/08/09/p...
CHALLENGES
❓ A 3rd parameter (what could be thought of as the Z or "time" dimension) can be added so the noise can be fluidly animated. Can you move our noise function to the draw() loop and make it change over time? (Hint: you'll need a variable for Z and some way to change it every frame. See the noise() documentation for more details.)