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Perlin noise pixel shaders
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Source SIGGRAPH/EUROGRAPHICS Conference On Graphics Hardware archive
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware table of contents
Los Angeles, California, United States
Pages: 87 - 94  
Year of Publication: 2001
ISBN:1-58113-407-X
Author
John C. Hart  University of Illinois, Urbana-Champaign, Dept. of Computer Science, 1304 W. Springfield Ave., Urbana, IL
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM  New York, NY, USA
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Downloads (6 Weeks): 21,   Downloads (12 Months): 122,   Citation Count: 10
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ABSTRACT

While working on a method for supporting real-time procedural solid texturing, we developed a general purpose multipass pixel shader to generate the Perlin noise function. We implemented this algorithm on SGI workstations using accelerated OpenGL PixelMap and PixelTransfer operations, achieving a rate of 2.5 Hz for a 256x256 image. We also implemented the noise algorithm on the NVidia GeForce2 using register combiners. Our register combiner implementation required 375 passes, but ran at 1.3 Hz. This exercise illustrated a variety of abilities and shortcomings of current graphics hardware. The paper concludes with an exploration of directions for expanding pixel shading hardware to further support iterative multipass pixel-shader applications.


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.

 
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Carr, N.A. and J.C. Hart. Real-Time Procedural Solid Texturing. Manuscript, 2001.
 
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Goehring, D. and O. Gerlitz. Advanced procedural texturing using MMX technology. Intel MMX Technology Application Note, Oct. 1997. http://developer.intel.com/software/idap/resources/technical_ collateral/mmx/proctex2.htm.
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Hanrahan, P. Procedural shading (keynote). Eurographics / SIGGRAPH Workshop on Graphics Hardware, Aug. 1999. http://graphics.standford.edu/hanrahan/talks/rts1/slides.
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Kameya, M. and J.C. Hart. Bresenham noise. SIGGRAPH 2000 Conference Abstracts and Applications, July 2000.
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Microsoft Corp. Direct3D 8.0 specification. Available at: http://www.msdn.microsoft.com/directx.
 
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Mine, A. and F. Neyret. Perlin Textures in Real Time using OpenGL. Research Report #3713, INRIA, 1999. http://wwwimagis. imag.fr/Membres/Fabrice.Neyret/publis/RR-3713-eng.html
 
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NVidia Corp. Noise, component of the NVEffectsBrowser. Available at: http://www.nvidia.com/developer.
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OpenGL Architecture Review Board. OpenGL Extension Registry. Available at: http://oss.sgi.com/projects/ogl-sample/registry/
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Pixar Animation Studios. Future requirements for graphics hardware. Memo, 12 April 1999.
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Segal, M. and K. Akeley. The OpenGL Graphics System: A Specification, Version 1.2.1. Available at: http://www.opengl.org/.
 
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Skinner, R. and C.E. Kolb. noise.c component of the Rayshade ray tracer, 1991.

CITED BY  10