To the right you see an annealed texture. The annealing processes based on the technique of simulated annealing. In my interpretation of it, I employ two operations that work against each other iteratively to hone the look of a graphic.
In this case it the first operation is blur. This softens the image. The second operation is increase contrast. This hardens the edges of an image and creates a graphic print look.

In image processing, I have borrowed the term and used it to create a similar process in which an image can be resolved into its most basic forms, and under the control of the user.
Now, our task is to use several tricks to create the interesting texture you see at the top of this page (well, at least something a bit like it).
Another technique, called reaction-diffusion, can also generate this kind of pattern.
Actually, once, on the island of Fanø on the west coast of Jutland, I was driving on the large flat beach they have there. On that particular day, the wind direction and speed was in exactly the same direction and speed that I was driving. This made the patterns in the sand, which were pushed by the wind, become stationary relative to the car. Except that they were still evolving: annealed by the force of the wind, countered by the weight of the sand particles. Patterns soon formed and it was quite an experience, I have to say, to watch them twist and turn, evolving and convolving. The experience only lasted for a few minutes, and it has never occurred again, but I think it might still be made on a computer. I'll look into it.
It is an unusual effect, but I like it.
Though annealing is a metallurgical process, reaction-diffusion is a chemical process, and is readily simulated on a computer. We graphics guys are always looking for new cool-looking techniques to exploit!
And now I think I will exploit speckle patterns some more with some slice-and-dice patterns I made today.
In between the spots, you see the Voronoi tessellation. This partitions the tile into cellular areas. Inside each of these cells, we can place some bit of an image. When that image is the same for every cell, you get a very interesting effect.
I placed a bit of light and darkness into each of these cells, using an additive crossfade between each of the cells, and then I softened the result using a slight lowpass filter using the Fourier transform.
Then I softened the result to make it appear very physically real and realizable.
Then I did something interesting. I created a speckle with about 150% of the spots, so each cell was smaller. This allowed me considerable play in which shaded portion to place in the cell, since I was using the above image as a source.
I ended up with the image you see to the right. This image is even more physically real, with shadows and catchlights on each cell. And because I used the z-buffer crossfade technique with a very large crossfade width, the edges of each cell are compressed into each other in a novel way, like the seeds on a sunflower.
This technique can make the lines that delineate each cell curved. It's all a function of the z-buffer compositing technique used in merging the cells.
This technique, using a previously sliced-and-diced image as the source for the next one is an iterative technique I used to get more and more complex textures. The trick is deciding which point in the source texture should be used inside all of the cells of the next. It really smacks of genetic programming. I say this because my eye becomes the agent of natural selection as the texture evolves from iteration to iteration.
You can actually see where the fingers of texture interweave into each other on occasion. This is the value of z-buffering over the additive cell merging method: the texture looks more physically real.
Fortunately this technique scales. Here is an example with 5000 stones laid out in a paving stone pattern (or at least a nice pattern). See if you can find the repeat (it's only slightly larger than the amount I have shown).