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Rendering translucency with Perlin noise
Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia, 2005Translucent photon mapping is a technique developed for the realistic rendering of translucent materials such as milk, skin, and fog. In the physical world, however, no material is perfectly translucent at a constant density. By using a 3D density map for a rendered object and jittering the values of the map by using a Perlin noise function will create
Ryan Barnard, Saim Ural
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Procedural textures using tilings with Perlin Noise
2012 17th International Conference on Computer Games (CGAMES), 2012In this paper, we demonstrate the use of tiling with noise to generate rich procedural textures. We introduce the idea of storing tiles which consist of only the gradients stored at the integer lattice points and constructing a texture on the GPU from these tiles.
David Maung, Yinxuan Shi, Roger Crawfis
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Generation of organ texture with Perlin noise
2010 International Conference on E-Health Networking Digital Ecosystems and Technologies (EDT), 2010Laparoscopic virtual reality based surgery simulators are becoming a ubiquitous tool in resident training and assessment. Abdominal organ surface are major visual cue of laparoscopic imagery, so it makes sense to develop algorithms of generation of texture of the abdominal organs.
null Liu Xuemei +2 more
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Controllable and Real-Time Reproducible Perlin Noise
2014Perlin noise is widely used to render natural phenomena or enrich the variety of motion in computer graphics; however, there is less attention on controlling Perlin noise. We present an approach to modify and control the value of Perlin noise function, which closely follows a user-specified pattern while preserving the original statistical properties ...
Wei-Chien Cheng +2 more
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Proceedings of the ACM SIGGRAPH/EUROGRAPHICS workshop on Graphics hardware, 2001
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.
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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.
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Perlin noise and its improvements: A literature review
Applied and Computational EngineeringOur team reviewed several research papers on noise generation algorithms, narrowing the range of algorithms down to procedural content generation, and finally selected Perlin noise as our object of study. In our literature review, our team initially discuss the Perlin noise and its improvements; after that, we discuss the Simplex noise and its ...
Ziqian Wu, Jiahao Liu
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Hybrid Neural Network mixed with Random Forests and Perlin noise
2016 2nd IEEE International Conference on Computer and Communications (ICCC), 2016Data mixed up with discrete and continuous features makes negative affect to the classification for existing models which discretizes the continuous features or even without any treatment is not able to deal with it. The noise which is not subject to Gaussian distribution also severely affected the result of classification. In this paper, a deep neural
null Mengfei Wang +6 more
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Water Surface Simulation Based on Perlin Noise and Secondary Distorted Textures
2016Simulation of water surface is an important topic in computer graphic. In this paper we propose a fast method to simulate the reflection and refraction of water surface in high quality based on Perlin noise. This method generates the first reflect mapping through mirror reflect. Then the Perlin noise is used to distort the first texture map to generate
Hua Li, Huamin Yang, Chao Xu, Yuling Cao
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Perlin Noise for Teaching GLSL Programming
This paper shares ideas for an effective assignment that can serve as an introduction to GLSL concepts including vertex and fragment shaders and uniform variables. Simple geometric transformations and lighting calculations can also be incorporated since they enhance the overall effect.openaire +1 more source
Procedural terrain generation with Perlin noise
2015Within this thesis we have created open source software library which enables procedural terrain generation. In recent times, one can observe fast expansion of the field which is a subject of this thesis. We have presented principles and tools needed for implementation of procedurally generated terrain.
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