Reference

Generative Art Algorithms

Quick reference to the major algorithms used in generative and procedural art — noise, self-similarity, reaction-diffusion, attractors, and emergent systems.

Noise Algorithms

Algorithm Tags Key Properties
Value Noise 2D3D Interpolate random values at grid corners. Simple, slight grid artifacts, cheap
Gradient (Perlin) Noise 2D3D Interpolate dot products of random gradient vectors. Smoother than value noise. Ken Perlin 1983
Simplex Noise 2D3D Perlin variant on simplex lattice. Fewer directional artifacts, faster in high dimensions. Perlin 2001
Worley (Cellular) Noise 2D3D Distance to nearest random point. Produces cell/voronoi pattern. F1, F2-F1, F2 variants
fBm (Fractal Brownian Motion) Proc Sum noise at multiple frequencies (octaves). fBm = Σ amplitude * noise(pos * freq)
Domain Warping Proc Warp input coordinates by noise before sampling noise. Ingo Quilez technique for organic shapes
Blue Noise 2D Spectrally uniform distribution — avoids low-frequency clumping. Used in dithering and sampling
Curl Noise 2D3D Divergence-free velocity field from noise gradient — physically plausible fluid-like flow

Fractals & Self-Similarity

Algorithm Tags Key Properties
Mandelbrot Set 2D Escape-time algorithm: iterate z = z² + c. Infinite detail at boundary
Julia Set 2D Same iteration, fixed c parameter per image. Every point of Mandelbrot spawns a Julia set
Burning Ship 2D Variant: z = (|Re(z)| + i|Im(z)|)² + c. Ship-like shape
L-Systems 2D3D String-rewriting grammar for branching structures. Plants, fractals, space-filling curves
IFS (Iterated Function Systems) 2D Barnsley fern: random affine transforms applied repeatedly. Converges to attractor
Sierpinski Triangle / Carpet 2D Subdivision fractal. Chaos game: random midpoints. Dimension ≈ 1.585
Koch Snowflake / Curve 2D Replace each segment middle third with equilateral bump. Perimeter → ∞, area finite
Fractal Terrain (Diamond-Square) 2D3D Midpoint displacement on height grid. Produces natural-looking mountains

Cellular & Reaction Systems

Algorithm Tags Key Properties
Conway's Game of Life 2DSim 4 rules on binary grid. B3/S23. Turing complete, gliders, oscillators
General Cellular Automata 2D Wolfram 1D elementary: 256 rules. 2D generalizations: B/S notation (e.g. B36/S23 = HighLife)
Reaction-Diffusion 2DSim Gray-Scott model: two chemicals, feed/kill rates control spots, stripes, labyrinths
Smoothed Particle CA 2D Lenia: continuous Game of Life. Smooth kernel convolution, rich lifelike patterns
Turing Morphogenesis 2D Activator-inhibitor model for biological patterns (stripes, spots on animal skin). Alan Turing 1952
Belousov-Zhabotinsky 2DSim Oscillating chemical reaction. Spiral waves, rotating target patterns

Spatial Algorithms

Algorithm Tags Key Properties
Voronoi Diagram 2D3D Partition space by nearest seed point. Dual graph = Delaunay triangulation
Delaunay Triangulation 2D Circumcircle criterion: maximises minimum angles. Bowyer-Watson incremental algorithm
Lloyd Relaxation 2D Iteratively move Voronoi seeds to centroid of their cell → uniform distribution (blue-noise-like)
Poisson Disk Sampling 2D3D Minimum distance constraint between points. Bridson fast algorithm: O(N)
Space-Filling Curves 2D Hilbert curve, Z-order (Morton curve): map 2D to 1D preserving locality
Maze Generation 2D DFS recursive backtracker, Prim's, Eller's, Wilson's (loop-erased random walk)

Physics-Based Systems

Algorithm Tags Key Properties
Boids (Flocking) 2D3DSim 3 rules: separation, alignment, cohesion (Craig Reynolds 1987). Emergent murmuration
SPH Fluid 2D3DSim Particle-based incompressible fluid. Navier-Stokes via kernel interpolation
Lattice-Boltzmann (LBM) 2DSim Mesoscale fluid: discrete probability distributions on grid. D2Q9, D3Q19 variants
Verlet Cloth 2D3DSim Distance constraints between particles. Jakobsen position-based dynamics
Strange Attractors 3D Lorenz, Rössler, Thomas attractors: chaotic ODEs traced as particle paths
DLA (Diffusion-Limited Aggregation) 2D Random-walking particles stick to cluster. Produces branching fractal (snowflake, coral)

Shape & Form Algorithms

Algorithm Tags Key Properties
Signed Distance Functions (SDF) 2D3D Shape as distance field. Compose with min/max/smoothstep. Ray marching for rendering
Marching Cubes / Squares 2D3D Isosurface extraction from scalar field. 256 cases (cubes), 16 cases (squares)
Spirographs (Hypotrochoids) 2D Parametric: rolling circle inside/outside circle. Ratio of radii controls petal count
Chladni Figures 2D Eigenmodes of vibrating plates: cos(m·x)·cos(n·y) = 0 nodal lines
Supershapes (Superformula) 2D3D Gielis superformula with 6 parameters generates flowers, starfish, spirals
Lindenmayer Turtle Graphics 2D L-system strings interpreted as turtle commands (F=forward, +=turn, [=push)