Advanced Rendering Techniques
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1 Advanced Rendering Techniques Lecture 19 Perlin Noise Professor Leandro Augusto Frata Fernandes Lecture notes available in Perlin Noise A texturing primitive developed by Ken Perlin Can be used to simulate elements from nature Specially useful when computer memory is limited Reading List: Perlin (1985) Illustration created the Ken Perlin's Java reference implementation of Perlin Noise. K. Perlin. An image synthesizer. Advanced ACM Rendering SIGGRAPH Techniques Comput. Graph., (2012.1) 19(3), 1985, pp
2 And the Oscar Goes to Academy Award for Technical Achievement After around 1990 or so, every Hollywood effects film has used it James Cameron Movies (Abyss, Titanic,...) Animated Movies (Lion King, Moses,...) Arnold Movies (T2, True Lies,...) Star Wars Episode I Star Trek Movies Batman Movies and lots of others Source: Making Noise presentation ( TRON was the first one to use Perlin noise Advanced Rendering Techniques (2012.1) 3 Noise Scalar valued function which takes a n-dimensional vector as its argument Properties Statistical invariant under rotation o Has the same statistical character in all directions Statistical invariance under translation o Has the same statistical character in all regions A narrow bandpass limit in frequency o Visible features within a certain narrow size range Advanced Rendering Techniques (2012.1) 4 2
3 Making Noise 1. Set the function value at each integer coordinate to zero 2. Generate pseudo-random gradient (or slope) for the noise function with each integer coordinate 3. Interpolate smoothly between two integer coordinates Noise LocalNoise,, 1 LocalNoise,, K. Perlin. Improving Advanced noise. ACM Rendering Transactions Techniques on Graphics, (2012.1) 21(3), 2002, pp The Same Principle is Used in Higher Dimensional Noise Functions Pseudo-random slope at each corner Smooth interpolation Integer coordinates at corners Advanced Rendering Techniques (2012.1) 6 3
4 Making Better Noise Functions Natural stuff usually has large, medium and small details... but simple noise is well behaved Advanced Rendering Techniques (2012.1) 7 Fractal Sum of Noise Calls FractalSum Noise : Some 1, 2, 3 or higher dimensional vector. : Controls how rough the final function will be. Small values give more rough functions. Larger values give smoother functions. : Some positive number greater than 1. A harmonic will be Noise. : The number of terms to be summed before the next term become too small to see. Illustrations created by Ken Perlin ( Noise FractalSum with 2 Advanced Rendering Techniques (2012.1) 8 4
5 1D and 2D Fractal Sums, for Both frequency and wavelength decrease as increases Advanced Rendering Techniques (2012.1) 9 Turbulence Turbulence Noise The application of absolute value results in discontinuities in gradient It gives the appearance of turbulent flow Illustration created by Ken Perlin ( Turbulence with 2 Advanced Rendering Techniques (2012.1) 10 5
6 Using Turbulence in Phase Shift Marble,, MarbleColor sin Turbulence,, The stripe pattern is created with a sine function of the coordinate of surface location Ripple-distortion is produced by perturbing the phase of its domain Illustration created by Ken Perlin ( Marble,, with 2 Advanced Rendering Techniques (2012.1) 11 Looping Noise F,, F,, F,, : A value in the (time-) animated dimension : The periodicity of your animation (it will repeat every units) F: The function that generates a real number from a point in noise space Advanced Rendering Techniques (2012.1) 12 6
7 Seamlessly Tiling Noise F, 1 F, F, F, F, : Width of a tile : Height of a tile F: The function that generates a real number from a point in noise space Advanced Rendering Techniques (2012.1) 13 Examples (1/6) Using noise to generate natural materials Worn Metal Marble Cloud Flame Illustration created by Ken Perlin ( Advanced Rendering Techniques (2012.1) 14 7
8 Examples (2/6) Using the same 2D noise and different color maps to generate different textures Grayscale gradient Gradient with discrete colors Illustrations created by Herman Tulleken ( Fire gradient Advanced Rendering Techniques (2012.1) 15 Examples (3/6) Using 2D noise to blend between textures Image 1 Some noise-based function for blending Blend Image 2 Illustrations created by Herman Tulleken ( Advanced Rendering Techniques (2012.1) 16 8
9 Examples (4/6) Using 2D noise for terrain generation Height map generated from Perlin noise Mesh generated from height map Illustrations created by Herman Tulleken ( Advanced Rendering Techniques (2012.1) 17 Examples (5/6) Using 3D noise to animate 2D turbulent flow Clouds without noise ColorMap Illustrations from Making Noise presentation. Clouds with noise ColorMap Turbulence,, Noise translates in and ( is for animating) Advanced Rendering Techniques (2012.1) 18 9
10 Examples (6/6) Using 3D noise to animate 2D turbulent flow The Solar Corona Norm Turbulence Direction ColorMap Illustration created by Ken Perlin ( Advanced Rendering Techniques (2012.1) 19 Papers K. Perlin, An image synthesizer. ACM SIGGRAPH Comput. Graph. 19(3), 1985, pp K. Perlin, L. Velho, Live paint: painting with procedural multiscale textures. Proc. of SIGGRAPH, 1995, pp K. Perlin, E. M. Hoffert, Hypertexture. ACM SIGGRAPH Comput. Graph., 23(3), 1989, pp K. Perlin, Noise hardware. In Real-Time Shading SIGGRAPH Course Notes, Olano M., (Ed.), 2001 K. Perlin, Improving noise. ACM Trans. Graph., 21(3), 2002, pp Original Noise Simplex Noise Quintic Polynomial Advanced Rendering Techniques (2012.1) 20 10
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