Noise algorithms are a fantastic thing to have in your 3D graphics bag of tricks. Â I can’t tell you how many times Perlin noise has saved my life. Â Unfortunately, most good noise algorithms don’t lend themselves particularly well to computation on the GPU. Â Enter Cell noise.
Cell noise, otherwise known as Worley noise, Â is actually a visualization of a Voronoi diagram: given a random scattering of points, color each pixel on the surface relative to the distance from the closest randomly scattered point. Â Cell noise appears all over nature, it looks great, and is easy to compute! Â A cell noise function can give us a volume of noise, which we can sample in a fragment shader, giving us seamless patterns on any object – no UV mapping required. Â Cool!