These animated gifs were created by taking 128 slices across a 256x256x256
block of 3D noise with 5 octaves
generated by the amortized 3D noise algorithm.
The result is similar to 3D Perlin noise,
but it does not repeat at regular intervals,
and it is smoother since it uses a quintic spline instead
of a cubic spline.
The image on the left shows -1 as black, +1 as white, and values
in between as shades of gray. The image on the right shows
negative values as purple and non-negative values as green.
The source code for amortized noise is
available for free download from
It has been released under the
GNU All-Permissive License and contains the following notice.
If these conditions are unacceptable to you, then do not download them.
Copyright Ian Parberry, (date).
This file is made available under the GNU All-Permissive License.
Copying and distribution of this file, with or without
modification, are permitted in any medium without royalty
provided the copyright notice and this notice are preserved.
This file is offered as-is, without any warranty.
The source code is written in C++ and includes project files for Windows Visual Studio 2012
and a Unix makefile using g++.
- January 31, 2014
- Fixed a tile alignment bug reported by Pablo Santiago Nuñez.
- February 3, 2014
- Introduced the use of MurmurHash3
to hash the integer grid points. This gives a greater likelihood of getting a nonrepeating
texture, and allows the user to specify a seed value to get a different infinite texture each time.
- May 8, 2014
- Transferred project to GitHub. Major update to all code. Unix support added.
An earlier version of this paper was published as
Technical Report LARC-2013-03
Laboratory for Recreational Computing,
Dept. of Computer Science & Engineering, University of North Texas,