Wavelet noise

R. L. Cook, T. DeRose
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引用次数: 159

Abstract

Noise functions are an essential building block for writing procedural shaders in 3D computer graphics. The original noise function introduced by Ken Perlin is still the most popular because it is simple and fast, and many spectacular images have been made with it. Nevertheless, it is prone to problems with aliasing and detail loss. In this paper we analyze these problems and show that they are particularly severe when 3D noise is used to texture a 2D surface. We use the theory of wavelets to create a new class of simple and fast noise functions that avoid these problems.
小波噪音
噪声函数是在3D计算机图形中编写程序着色器的基本构建块。由Ken Perlin提出的原始噪点函数因为简单快捷,至今仍是最受欢迎的,用它制作出了许多壮观的图像。然而,它容易出现混叠和细节丢失的问题。在本文中,我们分析了这些问题,并表明当使用三维噪声对二维表面进行纹理处理时,这些问题尤其严重。我们利用小波理论创建了一类新的简单快速的噪声函数,从而避免了这些问题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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