Using Noise to generate random levels

I am creating a game that works on a 2.5d grid of cubes/voxels 32x32 at the moment and i have been trying to figure out ways to generate random levels. I have researched a bit and have come to the conclusion that using noise to map the grid would be the best way forward. I was wondering if anyone could point me in the direction of how i would go about analysing a 32x32 noise texture and grabbing im guessing luma information from it.

A good example of what im trying to achieve is spelunky

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Solved: using the GetPixel Method on a Texture2D