Worley noise, also known as cellular noise or Voronoi noise, is a procedural texture generation technique used in computer graphics and digital image processing. It was developed by Steven Worley in 1996. Unlike traditional noise functions such as Perlin noise, Worley noise simulates the pattern created by cells in a Voronoi diagram. The basic concept involves generating a set of random points in space, known as "seeds" or "sites." Each point defines a region around it called a "cell" or "tile." The value of Worley noise at any given point in space is determined by the distance to the nearest seed point. This distance can be calculated using various metrics such as Euclidean distance or Manhattan distance. Worley noise is highly customizable and can produce a wide range of organic and natural-looking patterns. It is commonly used in procedural texture generation for applications such as terrain generation, natural phenomena simulation, and procedural modeling. Additionally, it finds applications in fields like computer graphics, game development, and visual effects due to its ability to generate complex and visually interesting patterns with relatively simple algorithms.