Perlin Noise Pixel Shaders
John C. Hart
Graphics Hardware, 2001, pp. 87--94.
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.
@inproceedings{Hart:2001:PNP,
author = {John C. Hart},
title = {Perlin Noise Pixel Shaders},
booktitle = {Graphics Hardware},
pages = {87--94},
year = {2001},
}
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