Algorithms for solid noise synthesis
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
An introduction to wavelets
ACM Transactions on Graphics (TOG)
Live paint: painting with procedural multiscale textures
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
The art of computer programming, volume 2 (3rd ed.): seminumerical algorithms
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Wavelets for computer graphics: theory and applications
Wavelets for computer graphics: theory and applications
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Curves and surfaces for CAGD: a practical guide
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Proceedings of the 29th annual conference on Computer graphics and interactive techniques
IEEE Transactions on Visualization and Computer Graphics
Curl-noise for procedural fluid flow
ACM SIGGRAPH 2007 papers
Design of tangent vector fields
ACM SIGGRAPH 2007 papers
Wavelet turbulence for fluid simulation
ACM SIGGRAPH 2008 papers
Lapped solid textures: filling a model with anisotropic textures
ACM SIGGRAPH 2008 papers
ACM SIGGRAPH 2008 papers
Tile-based methods for interactive applications
ACM SIGGRAPH 2008 classes
Time-resolved 3d capture of non-stationary gas flows
ACM SIGGRAPH Asia 2008 papers
Fast animation of turbulence using energy transport and procedural synthesis
ACM SIGGRAPH Asia 2008 papers
Graphical Models
Proceedings of the 2009 symposium on Interactive 3D graphics and games
ACM SIGGRAPH ASIA 2008 courses
Procedural noise using sparse Gabor convolution
ACM SIGGRAPH 2009 papers
Hardware-accelerated gradient noise for graphics
Proceedings of the 19th ACM Great Lakes symposium on VLSI
Journal of Mathematical Imaging and Vision
Evolving sub-grid turbulence for smoke animation
Proceedings of the 2008 ACM SIGGRAPH/Eurographics Symposium on Computer Animation
Technical Section: Procedural isotropic stochastic textures by example
Computers and Graphics
Scalable fluid simulation using anisotropic turbulence particles
ACM SIGGRAPH Asia 2010 papers
GPU random numbers via the tiny encryption algorithm
Proceedings of the Conference on High Performance Graphics
Coherent noise for non-photorealistic rendering
ACM SIGGRAPH 2011 papers
ACM SIGGRAPH 2011 papers
Wasserstein barycenter and its application to texture mixing
SSVM'11 Proceedings of the Third international conference on Scale Space and Variational Methods in Computer Vision
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Interactive out-of-core texturing with point-sampled textures
SPBG'06 Proceedings of the 3rd Eurographics / IEEE VGTC conference on Point-Based Graphics
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Partition of unity parametrics for texture synthesis
Proceedings of Graphics Interface 2013
Special Section on Graphics Interface: Texture synthesis using label assignment over a graph
Computers and Graphics
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Noise functions are an essential building block for writing procedural shaders in 3D computer graphics. The original noise function introduced by Ken Perlin is still the most popular because it is simple and fast, and many spectacular images have been made with it. Nevertheless, it is prone to problems with aliasing and detail loss. In this paper we analyze these problems and show that they are particularly severe when 3D noise is used to texture a 2D surface. We use the theory of wavelets to create a new class of simple and fast noise functions that avoid these problems.