Perlin Noise Pixel Shaders

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Date
2001
Journal Title
Journal ISSN
Volume Title
Publisher
The Eurographics Association
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.
Description

        
@inproceedings{
:10.2312/EGGH/EGGH01/087-094
, booktitle = {
Eurographics/SIGGRAPH Graphics Hardware Workshop 2001
}, editor = {
Kurt Akeley and Ulrich Neumann
}, title = {{
Perlin Noise Pixel Shaders
}}, author = {
Hart, John C.
}, year = {
2001
}, publisher = {
The Eurographics Association
}, ISSN = {
1727-3471
}, ISBN = {
158113407X
}, DOI = {
/10.2312/EGGH/EGGH01/087-094
} }
Citation