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Procedural Noise using Sparse Gabor Convolution

机译:使用稀疏Gabor卷积的过程噪声

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摘要

Noise is an essential tool for texturing and modeling. Designing interesting textures with noise calls for accurate spectral control, since noise is best described in terms of spectral content. Texturing requires that noise can be easily mapped to a surface, while high-quality rendering requires anisotropic filtering. A noise function that is procedural and fast to evaluate offers several additional advantages. Unfortunately, no existing noise combines all of these properties.rnIn this paper we introduce a noise based on sparse convolution and the Gabor kernel that enables all of these properties. Our noise offers accurate spectral control with intuitive parameters such as orientation, principal frequency and bandwidth. Our noise supports two-dimensional and solid noise, but we also introduce setup-free surface noise. This is a method for mapping noise onto a surface, complementary to solid noise, that maintains the appearance of the noise pattern along the object and does not require a texture parameterization. Our approach requires only a few bytes of storage, does not use discretely sampled data, and is nonperiodic. It supports anisotropy and anisotropic filtering. We demonstrate our noise using an interactive tool for noise design.
机译:噪声是纹理化和建模的重要工具。设计带有噪声的有趣纹理需要精确的频谱控制,因为最好用频谱含量来描述噪声。纹理化要求可以将噪声轻松映射到表面,而高质量渲染则需要各向异性过滤。程序性且可快速评估的噪声函数具有其他优点。不幸的是,没有现有的噪声将所有这些特性组合在一起。在本文中,我们介绍了一种基于稀疏卷积和Gabor核的噪声,这些噪声启用了所有这些特性。我们的噪音可通过直观的参数(例如方向,主频率和带宽)提供精确的频谱控制。我们的噪声支持二维和固体噪声,但是我们也引入了免设置的表面噪声。这是一种将噪声映射到表面(与固体噪声互补)的方法,该方法可以保持噪声图案沿对象的外观,并且不需要纹理参数化。我们的方法仅需要存储几个字节,不使用离散采样的数据,并且是非周期性的。它支持各向异性和各向异性过滤。我们使用交互式噪声设计工具演示噪声。

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