| Perlin noise pixel shaders |
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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
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Author
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John C. Hart
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University of Illinois, Urbana-Champaign, Dept. of Computer Science, 1304 W. Springfield Ave., Urbana, IL
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Downloads (6 Weeks): 13, 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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David S. Ebert , F. Kenton Musgrave , Darwyn Peachey , Ken Perlin , Steven Worley, Texturing and modeling: a procedural approach, Academic Press Professional, Inc., San Diego, CA, 1994
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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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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]
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Wolfgang Heidrich , Rüdiger Westermann , Hans-Peter Seidel , Thomas Ertl, Applications of pixel textures in visualization and realistic image synthesis, Proceedings of the 1999 symposium on Interactive 3D graphics, p.127-134, April 26-29, 1999, Atlanta, Georgia, United States
[doi> 10.1145/300523.300538]
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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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John Rhoades , Greg Turk , Andrew Bell , Andrei State , Ulrich Neumann , Amitabh Varshney, Real-time procedural textures, Proceedings of the 1992 symposium on Interactive 3D graphics, p.95-100, June 1992, Cambridge, Massachusetts, United States
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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.
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