Algorithms for solid noise synthesis
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Spot noise texture synthesis for data visualization
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Filtered noise and the fourth dimension
ACM SIGGRAPH 99 Conference abstracts and applications
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Texturing and Modeling: A Procedural Approach
Texturing and Modeling: A Procedural Approach
Texture synthesis for digital painting
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Procedural noise using sparse Gabor convolution
ACM SIGGRAPH 2009 papers
Stochastic path tracing on consumer graphics cards
Proceedings of the 24th Spring Conference on Computer Graphics
A dynamic noise primitive for coherent stylization
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
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At the moment the noise functions available in a graphics programmer's toolbox are either slow to compute or they involve grid-line artifacts making them of lower quality. In this paper we present a real-time noise computation with no grid-line artifacts or other regularity problems. In other words, we put a new tool in the box that computes fast high-quality noise. In addition to being free of artifacts, the noise we present does not rely on tabulated data (everything is computed on the fly) and it is easy to adjust quality vs. quantity for the noise. The noise is based on point rendering (like spot noise), but it extends to more than two dimensions. The fact that it is based on point rendering makes art direction of the noise much easier.