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Fast high-quality noise

Published: 01 December 2007 Publication History

Abstract

At the moment the noise functions available in a graphics programmer's toolbox are either slow to compute or they involve grid-line artifacts making them of lower quality. In this paper we present a real-time noise computation with no grid-line artifacts or other regularity problems. In other words, we put a new tool in the box that computes fast high-quality noise. In addition to being free of artifacts, the noise we present does not rely on tabulated data (everything is computed on the fly) and it is easy to adjust quality vs. quantity for the noise. The noise is based on point rendering (like spot noise), but it extends to more than two dimensions. The fact that it is based on point rendering makes art direction of the noise much easier.

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cover image ACM Conferences
GRAPHITE '07: Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
December 2007
335 pages
ISBN:9781595939128
DOI:10.1145/1321261
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 01 December 2007

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Author Tags

  1. GPU
  2. noise
  3. point rendering

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Overall Acceptance Rate 124 of 241 submissions, 51%

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  • (2019)Microstructure Control in 3D Printing with Digital Light ProcessingComputer Graphics Forum10.1111/cgf.1380739:1(347-359)Online publication date: 28-Aug-2019
  • (2016)MARS: A simulation environment for marine swarm robotics and environmental monitoringOCEANS 2016 - Shanghai10.1109/OCEANSAP.2016.7485333(1-6)Online publication date: Apr-2016
  • (2010)A Survey of Procedural Noise FunctionsComputer Graphics Forum10.1111/j.1467-8659.2010.01827.x29:8(2579-2600)Online publication date: 4-Oct-2010
  • (2010)A dynamic noise primitive for coherent stylizationProceedings of the 21st Eurographics conference on Rendering10.1111/j.1467-8659.2010.01747.x(1497-1506)Online publication date: 28-Jun-2010
  • (2009)Procedural noise using sparse Gabor convolutionACM SIGGRAPH 2009 papers10.1145/1576246.1531360(1-10)Online publication date: 27-Jul-2009
  • (2009)Procedural noise using sparse Gabor convolutionACM Transactions on Graphics (TOG)10.1145/1531326.153136028:3(1-10)Online publication date: 27-Jul-2009
  • (2008)Stochastic path tracing on consumer graphics cardsProceedings of the 24th Spring Conference on Computer Graphics10.1145/1921264.1921287(105-111)Online publication date: 21-Apr-2008

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