“Better faster noise with the GPU”

  • ©Geoff Wyvill and Jeppe Revall Frisvad

  • ©Geoff Wyvill and Jeppe Revall Frisvad

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Title:

    Better faster noise with the GPU

Presenter(s)/Author(s):



Abstract:


    Filtered noise [Perlin 1985] has, for twenty years, been a fundamental tool for creating functional texture and it has many other applications; for example, animating water waves or the motion of grass waving in the wind. Perlin noise suffers from a number of defects and there have been many attempts to create better or faster noise but Perlin’s ‘Gradient Noise’ has consistently proved to be the best compromise between speed and quality. Our objective was to create a better noise cheaply by use of the GPU.

References:


    1. Perlin, K. 1985. An image synthesizer. In Computer Graphics (Proceedings of ACM SIGGRAPH ’85), 19, 3, ACM, 287–296.
    2. Perlin, K. 2002. Improving noise. ACM Transactions on Graphics, 21, 3, 681–682.
    3. Lewis, J. P. 1989. Algorithms for solid noise synthesis. In Computer Graphics (Proceedings of ACM SIGGRAPH ’89), 23, 3, ACM, 263–270.
    4. van Wijk, J. J. 1991. Texture synthesis for data visualization. In Computer Graphics (Proceedings of ACM SIGGRAPH ’91), 25, 4, ACM, 309–318.


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©Geoff Wyvill and Jeppe Revall Frisvad ©Geoff Wyvill and Jeppe Revall Frisvad

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