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Anisotropic noise

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Author(s)
Goldberg, Alexander
•
Zwicker, Matthias
•
Durand, Fredo
Date Issued
August 2008
Journal
ACM Transactions on Graphics
Publisher
Association for Computing Machinery (ACM)
Citation
Goldberg, Alexander, Matthias Zwicker, and Frédo Durand. “Anisotropic Noise.” ACM Transactions on Graphics 27, no. 3 (August 1, 2008): 1.
Version
Author's final manuscript
Abstract
Programmable graphics hardware makes it possible to generate procedural noise textures on the fly for interactive rendering. However, filtering and antialiasing procedural noise involves a tradeoff between aliasing artifacts and loss of detail. In this paper we present a technique, targeted at interactive applications, that provides high-quality anisotropic filtering for noise textures. We generate noise tiles directly in the frequency domain by partitioning the frequency domain into oriented subbands. We then compute weighted sums of the subband textures to accurately approximate noise with a desired spectrum. This allows us to achieve high-quality anisotropic filtering. Our approach is based solely on 2D textures, avoiding the memory overhead of techniques based on 3D noise tiles. We devise a technique to compensate for texture distortions to generate uniform noise on arbitrary meshes. We develop a GPU-based implementation of our technique that achieves similar rendering performance as state-of-the-art algorithms for procedural noise. In addition, it provides anisotropic filtering and achieves superior image quality.
MIT Department
Massachusetts Institute of Technology. Department of Electrical Engineering and Computer Science
Terms of Use
Article is made available in accordance with the publisher's policy and may be subject to US copyright law. Please refer to the publisher's site for terms of use.
Persistent DSpace Link
http://hdl.handle.net/1721.1/100393
DOI of Published Version
https://doi.org/10.1145/1360612.1360653
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