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Noise and Procedural Techniques John Spitzer Simon Green NVIDIA Corporation

Noise and Procedural Techniques John Spitzer Simon Green NVIDIA Corporation

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Page 1: Noise and Procedural Techniques John Spitzer Simon Green NVIDIA Corporation

Noise and Procedural Techniques

John SpitzerSimon Green

NVIDIA Corporation

Page 2: Noise and Procedural Techniques John Spitzer Simon Green NVIDIA Corporation

Overview

• What is procedural texturing?• Advantages and disadvantages• When to use procedural texturing• What is noise?• Ideal noise characteristics• Spectral synthesis• Demos...

Page 3: Noise and Procedural Techniques John Spitzer Simon Green NVIDIA Corporation

What is Procedural Texturing?

• Code vs. tables

• Classic time vs. storage space trade-off

Page 4: Noise and Procedural Techniques John Spitzer Simon Green NVIDIA Corporation

Advantages of Procedural Texturing

• Compact- code is small (compared to textures)

• No fixed resolution- "infinite" detail, limited only by precision

• Unlimited extent- can cover arbitrarily large areas, no repeating

• Parameterized- can easily generate a large no. of variations on a theme

• Solid texturing (avoids 2D mapping problem)

Page 5: Noise and Procedural Techniques John Spitzer Simon Green NVIDIA Corporation

Disadvantages of Procedural Texturing

• Computation time (big ouch!)

• Hard to code and debug

• Aliasing

Page 6: Noise and Procedural Techniques John Spitzer Simon Green NVIDIA Corporation

When to use Procedural Textures

• Don’t use them just for the hell of it!• Procedurals are good for animating

effects – fire, water, clouds, explosions…

• ..or anywhere where a repeating texture would be obvious

• Combine the best aspects of both techniques – e.g. painted maps + noise to add variation

Page 7: Noise and Procedural Techniques John Spitzer Simon Green NVIDIA Corporation

Procedural Noise• Noise is an important part of many

procedural textures• Used everywhere in production

rendering• Procedural noise provides a controlled

method of adding randomness to:– Color, texture– Bump map / displacement maps– Animation– Terrains, anything else…

Page 8: Noise and Procedural Techniques John Spitzer Simon Green NVIDIA Corporation

Ideal Noise Characteristics

• Can’t just use rand()!• An ideal noise function has:

– repeatable pseudorandom values– specific range (typically [-1,1] or [0,1])– band-limited frequency ~= 1– no obvious repeating patterns– invariance under rotation and translation

• “Random yet smooth”

Page 9: Noise and Procedural Techniques John Spitzer Simon Green NVIDIA Corporation

What does Noise look like?• Imagine creating a big block of random

numbers and blurring them:

Page 10: Noise and Procedural Techniques John Spitzer Simon Green NVIDIA Corporation

What does Noise look like?

0

1

-1

1 2 3 4 5 6

• Random values at integer positions• Varies smoothly in-between. In 1D:

7 8x

noise(x)

• This is value noise, gradient noise is zero at integer positions

Page 11: Noise and Procedural Techniques John Spitzer Simon Green NVIDIA Corporation

Spectral Synthesis

• Narrow-band noise by itself is not very exciting

• Summations of multiple frequencies are!• Like Fourier synthesis (summing sine waves)• Each layer is known as an “octave” since

the frequency typically doubles each time• Increase in frequency known as “lacunarity”

(gap)• Change in amplitude/weight known as

“gain”

Page 12: Noise and Procedural Techniques John Spitzer Simon Green NVIDIA Corporation

Fractal Sum

=

+1/41/2

+1/8 +1/16

Freq = 1 Freq = 2

Freq = 4 Freq = 8

Page 13: Noise and Procedural Techniques John Spitzer Simon Green NVIDIA Corporation

Turbulence• Ken Perlin’s trick – assumes noise is signed

[-1,1]• Exactly like fBm, but take absolute value of

noise• Introduces discontinuities that make the

image more “billowy”float turbulence(float3 p, int octaves, float lacunarity, float gain){ float sum = 0; float amp = 1; for(int i=0; i<octaves; i++) { sum += amp * abs(noise(p)); p *= lacunarity; amp *= gain; } return sum;}

Page 14: Noise and Procedural Techniques John Spitzer Simon Green NVIDIA Corporation

Turbulence

=

Page 15: Noise and Procedural Techniques John Spitzer Simon Green NVIDIA Corporation

Pixel Shader Noise

• Implementation of Perlin’s original (Academy-award winning) algorithm

• Gradient noise over R3, scalar output

• Uses 2 1D textures as look-up tables

• Compiles to around 40 instructions

Page 16: Noise and Procedural Techniques John Spitzer Simon Green NVIDIA Corporation

Pixel Shader Noise using 3D Textures

• Pre-compute 3D texture containing random values

• Pre-filtering with tri-cubic filter helps avoid linear interpolation artifacts

• 4 lookups into a single 64x64x64 3D texture produces reasonable looking turbulence

Page 17: Noise and Procedural Techniques John Spitzer Simon Green NVIDIA Corporation

Applying Colour Tables to Noise

Page 18: Noise and Procedural Techniques John Spitzer Simon Green NVIDIA Corporation

Using Noise to Perturb Patterns

colormap(sin(x + turbulence(P)))

Page 19: Noise and Procedural Techniques John Spitzer Simon Green NVIDIA Corporation

Questions, comments, feedback?• [email protected]• www.nvidia.com/developer