“Worley Cellular Textures in Sh” by Chan and McCool

  • ©Bryan Chan and Michael McCool



Entry Number: 018


    Worley Cellular Textures in Sh



    Procedural texturing is a memory-efficient method for improving surface realism. One of the most interesting such techniques is Worley’s cellular texture basis function [Worley 1996]. We have adapted the original algorithm to a single-pass pixel shader on current GPUs that lets us interactively manipulate parameters and generate dynamic textures.


    1. McCool, M., and Du Toit, S. 2003. Sh web site. http://libsh.sourceforge.net.
    2. McCool, M., and Du Toit, S. 2004. Metaprogramming GPUs with Sh. AK Peters, Ltd.
    3. McCool, M., Qin, Z., and Popa, T. S. 2002. Shader metaprogramming. In Proc. Graphics Hardware 2002, Eurographics Association, 57–68.
    4. McCool, M., Du Toit, S., Popa, T., Chan, B., and Moule, K. 2004. Shader algebra. ACM Trans. on Graphics (Proc. SIGGRAPH).
    5. Worley, S. 1996. A cellular texture basis function. In Proc. of SIGGRAPH 1996, ACM Press, 291–294.


ACM Digital Library Publication:

Overview Page: