Better Faster Noise with the GPU

Geoff Wyvill, Jeppe Revall Frisvad

    Research output: Contribution to conferencePosterResearchpeer-review

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    Abstract

    Filtered noise [Perlin 1985] has, for twenty years, been a fundamental tool for creating functional texture and it has many other applications; for example, animating water waves or the motion of grass waving in the wind. Perlin noise suffers from a number of defects and there have been many attempts to create better or faster noise but Perlin’s ‘Gradient Noise’ has consistently proved to be the best compromise between speed and quality. Our objective was to create a better noise cheaply by use of the GPU.
    Original languageEnglish
    Publication date2007
    Publication statusPublished - 2007
    Event34th International Conference and Exhibition on Computer Graphics and Interactive Techniques - San Diego, CA, United States
    Duration: 5 Aug 20079 Aug 2007
    Conference number: 34
    http://www.siggraph.org/s2007/

    Conference

    Conference34th International Conference and Exhibition on Computer Graphics and Interactive Techniques
    Number34
    Country/TerritoryUnited States
    CitySan Diego, CA
    Period05/08/200709/08/2007
    Internet address

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