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Anisotropic noise
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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
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Authors
Alexander Goldberg  University of California, San Diego
Matthias Zwicker  University of California, San Diego
Frédo Durand  MIT CSAIL
Publisher
ACM  New York, NY, USA
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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

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Gotsman, C. 1994. Constant-time filtering by singular value decomposition. Comp. Graph. Forum 13, 2, 153--163.
 
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Green, S. 2005. GPU Gems 2. Addison-Wesley Professional, ch. Implementing Improved Perlin Noise.
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Heckbert, P. 1989. Fundamentals of texture mapping and image warping. Master's thesis, University of California, Berkeley.
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Miné, A., and Neyret, F. 1999. Perlin textures in real time using OpenGL. Tech. rep., RR-3713, INRIA.
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Peachey, D. 2003. Texturing and Modeling: A Procedural Approach, 3 ed. Morgan Kaufman Publishers Inc., ch. Building procedural textures.
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Collaborative Colleagues:
Alexander Goldberg: colleagues
Matthias Zwicker: colleagues
Frédo Durand: colleagues