dc.contributor.author | Hart, John C. | en_US |
dc.contributor.editor | Kurt Akeley and Ulrich Neumann | en_US |
dc.date.accessioned | 2013-10-28T09:58:50Z | |
dc.date.available | 2013-10-28T09:58:50Z | |
dc.date.issued | 2001 | en_US |
dc.identifier.isbn | 158113407X | en_US |
dc.identifier.issn | 1727-3471 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/EGGH/EGGH01/087-094 | en_US |
dc.description.abstract | While working on a method for supporting real-time procedural solid texturing, we developed a general purpose multipass pixel shader to generate the Perlin noise function. We implemented this algorithm on SGI workstations using accelerated OpenGL PixelMap and PixelTransfer operations, achieving a rate of 2.5 Hz for a 256x256 image. We also implemented the noise algorithm on the NVidia GeForce2 using register combiners. Our register combiner implementation required 375 passes, but ran at 1.3 Hz. This exercise illustrated a variety of abilities and shortcomings of current graphics hardware. The paper concludes with an exploration of directions for expanding pixel shading hardware to further support iterative multipass pixel-shader applications. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.subject | I.3.3 [Computer Graphics] | en_US |
dc.subject | Picture/Image Generation | en_US |
dc.subject | Bitmap and framebuffer operations. | en_US |
dc.subject | I.3.7 [Computer Graphics] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | Color | en_US |
dc.subject | shading | en_US |
dc.subject | shadowing and texture. | en_US |
dc.title | Perlin Noise Pixel Shaders | en_US |
dc.description.seriesinformation | Eurographics/SIGGRAPH Graphics Hardware Workshop 2001 | en_US |