Modified Noise for Evaluation on Graphics Hardware (English)

In: Graphics Hardware   ;  105-110  ;  2005

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Perlin noise is one of the primary tools responsible for the success of procedural shading in production rendering. It breaks the crisp computer generated look by adding apparent randomness that is controllable and repeatable. Both Perlins original noise algorithm and his later improved noise were designed to run efficiently on a CPU. These algorithms do not map as well to the design and resource limits of the typical GPU. We propose two modifications to Perlins improved noise that make it much more suitable for GPU implementation, allowing faster direct computation. The modified noise can be totally evaluated on the GPU without resorting to texture accesses or "baked" into a texture with consistent appearance between textured and computed noise. However, it is most useful for 3D and 4D noise, which cannot easily be stored in reasonably-sized textures. We present one implementation of our modified noise using computation or direct texturing for 1D and 2D noise, and a procedural combination of 2D textures for the 3D noise.

  • Title:
    Modified Noise for Evaluation on Graphics Hardware
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    The Eurographics Association
  • Place of publication:
    Postfach 8043, 38621 Goslar, Germany
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  • Size:
    6 pages
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  • Type of media:
    Conference paper
  • Type of material:
    Electronic Resource
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Table of contents conference proceedings

The tables of contents are generated automatically and are based on the data records of the individual contributions available in the index of the TIB portal. The display of the Tables of Contents may therefore be incomplete.

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Modified Noise for Evaluation on Graphics Hardware
Olano, Marc | 2005