A C++ implementation of Ken Perlin’s 2002 SIGGRAPH Paper
Added a MFC GUI for ease of use
In Graphics and Gaming, noise functions are in extremely useful in both the visuals they create as well as the values they represent. In terms of procedural generation, Perlin Noise is also one of the first concepts mentioned. However, most game engines and even image editors (i.e. Photoshop) have some sort of noise function available, but I wanted to understand the algorithm itself.