{"title":"An image synthesizer","authors":"K. Perlin","doi":"10.1145/280811.280986","DOIUrl":null,"url":null,"abstract":"We introduce the concept of a Pixel Stream Editor. This forms the basis for an interactive synthesizer for designing highly realistic Computer Generated Imagery. The designer works in an interactive Very High Level programming environment which provides a very fast concept/implement/view iteration cycle.Naturalistic visual complexity is built up by composition of non-linear functions, as opposed to the more conventional texture mapping or growth model algorithms. Powerful primitives are included for creating controlled stochastic effects. We introduce the concept of \"solid texture\" to the field of CGI.We have used this system to create very convincing representations of clouds, fire, water, stars, marble, wood, rock, soap films and crystal. The algorithms created with this paradigm are generally extremely fast, highly realistic, and asynchronously parallelizable at the pixel level.","PeriodicalId":236803,"journal":{"name":"Seminal graphics: pioneering efforts that shaped the field","volume":"82 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1988-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1525","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Seminal graphics: pioneering efforts that shaped the field","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/280811.280986","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1525
Abstract
We introduce the concept of a Pixel Stream Editor. This forms the basis for an interactive synthesizer for designing highly realistic Computer Generated Imagery. The designer works in an interactive Very High Level programming environment which provides a very fast concept/implement/view iteration cycle.Naturalistic visual complexity is built up by composition of non-linear functions, as opposed to the more conventional texture mapping or growth model algorithms. Powerful primitives are included for creating controlled stochastic effects. We introduce the concept of "solid texture" to the field of CGI.We have used this system to create very convincing representations of clouds, fire, water, stars, marble, wood, rock, soap films and crystal. The algorithms created with this paradigm are generally extremely fast, highly realistic, and asynchronously parallelizable at the pixel level.
我们介绍了像素流编辑器的概念。这构成了设计高度逼真的计算机生成图像的交互式合成器的基础。设计师在一个交互式的Very High Level编程环境中工作,这提供了一个非常快的概念/实现/视图迭代周期。自然的视觉复杂性是通过非线性函数的组合来建立的,这与更传统的纹理映射或增长模型算法相反。包括用于创建受控随机效果的强大原语。我们将“实体纹理”的概念引入到CGI领域。我们用这个系统创造了云、火、水、星星、大理石、木头、岩石、肥皂膜和水晶的非常令人信服的表现。使用此范例创建的算法通常非常快,高度逼真,并且在像素级别上可异步并行化。