| Anisotropic noise |
| Full text |
Mov
(24:16),
Pdf
(7.74 MB)
|
Source
|
ACM Transactions on Graphics (TOG)
archive
Volume 27 , Issue 3 (August 2008)
table of contents
Proceedings of ACM SIGGRAPH 2008
SESSION: Texture
table of contents
Article No. 54
Year of Publication: 2008
ISSN:0730-0301
Also published in ...
|
|
Authors
|
|
| Publisher |
|
| Bibliometrics |
Downloads (6 Weeks): 27, Downloads (12 Months): 326, Citation Count: 1
|
|
|
ABSTRACT
Programmable graphics hardware makes it possible to generate procedural noise textures on the fly for interactive rendering. However, filtering and antialiasing procedural noise involves a tradeoff between aliasing artifacts and loss of detail. In this paper we present a technique, targeted at interactive applications, that provides high-quality anisotropic filtering for noise textures. We generate noise tiles directly in the frequency domain by partitioning the frequency domain into oriented subbands. We then compute weighted sums of the subband textures to accurately approximate noise with a desired spectrum. This allows us to achieve high-quality anisotropic filtering. Our approach is based solely on 2D textures, avoiding the memory overhead of techniques based on 3D noise tiles. We devise a technique to compensate for texture distortions to generate uniform noise on arbitrary meshes. We develop a GPU-based implementation of our technique that achieves similar rendering performance as state-of-the-art algorithms for procedural noise. In addition, it provides anisotropic filtering and achieves superior image quality.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
 |
1
|
|
 |
2
|
|
 |
3
|
|
 |
4
|
|
| |
5
|
Gotsman, C. 1994. Constant-time filtering by singular value decomposition. Comp. Graph. Forum 13, 2, 153--163.
|
| |
6
|
Green, S. 2005. GPU Gems 2. Addison-Wesley Professional, ch. Implementing Improved Perlin Noise.
|
 |
7
|
|
 |
8
|
John C. Hart , Nate Carr , Masaki Kameya , Stephen A. Tibbitts , Terrance J. Coleman, Antialiased parameterized solid texturing simplified for consumer-level hardware implementation, Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware, p.45-53, August 08-09, 1999, Los Angeles, California, United States
[doi> 10.1145/311534.311575]
|
 |
9
|
|
| |
10
|
Heckbert, P. 1989. Fundamentals of texture mapping and image warping. Master's thesis, University of California, Berkeley.
|
 |
11
|
|
| |
12
|
Miné, A., and Neyret, F. 1999. Perlin textures in real time using OpenGL. Tech. rep., RR-3713, INRIA.
|
 |
13
|
|
| |
14
|
Peachey, D. 2003. Texturing and Modeling: A Procedural Approach, 3 ed. Morgan Kaufman Publishers Inc., ch. Building procedural textures.
|
 |
15
|
|
 |
16
|
|
| |
17
|
|
| |
18
|
|
|