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引用次数: 10

摘要

目前,图形程序员工具箱中可用的噪声函数要么计算缓慢,要么涉及网格线伪影,使其质量较低。本文提出了一种不存在网格线伪影或其他规则性问题的实时噪声计算方法。换句话说,我们在盒子里放了一个新的工具,可以快速计算高质量的噪音。除了没有人为因素之外,我们呈现的噪声不依赖于表格数据(一切都是动态计算的),并且很容易调整噪声的质量和数量。噪声是基于点渲染(像斑点噪声),但它扩展到两个以上的维度。事实上,它是基于点渲染使得噪音的艺术方向更容易。
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Fast high-quality noise
At the moment the noise functions available in a graphics programmer's toolbox are either slow to compute or they involve grid-line artifacts making them of lower quality. In this paper we present a real-time noise computation with no grid-line artifacts or other regularity problems. In other words, we put a new tool in the box that computes fast high-quality noise. In addition to being free of artifacts, the noise we present does not rely on tabulated data (everything is computed on the fly) and it is easy to adjust quality vs. quantity for the noise. The noise is based on point rendering (like spot noise), but it extends to more than two dimensions. The fact that it is based on point rendering makes art direction of the noise much easier.
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