Perlin noise is best explained in visual terms: if a 2D slice of truly random noise looks like even and harsh static, then a random 2D slice of Perlin noise will have a natural-looking blotchy structure, with smooth gradients. [Jacob Stanton] used Perlin noise as the starting point for creating some interesting generative vector art that shows off all kinds of different visuals. [Jacob] found that his results often exhibited a natural quality, with the visuals evoking a sense of things like moss, scales, hills, fur, and “other things too strange to describe.”
The art project [Jacob] created from it all is a series of posters showcasing some of the more striking examples, each of which displays an “A” modified in a different way. A few are shown here, and a collection of other results is also available.
Perlin noise was created by Ken Perlin while working on the original Tron movie in the early 80s, and came from a frustration with the look of computer generated imagery of the time. His work had a tremendous and lasting impact, and was instrumental to artists creating more natural-looking textures. Processing has a Perlin noise function, which was in fact [Jacob]’s starting point for this whole project.