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Robert L. Cook, Tony D. DeRose
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.
Additional materials: [RapLyrics.txt]
Available in the Proceedings of SIGGRAPH 2005