Anisotropic noise

Programmable graphics hardware makes it possible to generate procedural noise textures on the fly for interactive rendering. However, filtering and antialiasing procedural noise involves a tradeoff between aliasing artifacts and loss of detail. In this paper we present a technique, targeted at inter...

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Main Authors: Goldberg, Alexander, Zwicker, Matthias, Durand, Fredo
Other Authors: Massachusetts Institute of Technology. Department of Electrical Engineering and Computer Science
Format: Article
Language:en_US
Published: Association for Computing Machinery (ACM) 2015
Online Access:http://hdl.handle.net/1721.1/100393
https://orcid.org/0000-0001-9919-069X
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author Goldberg, Alexander
Zwicker, Matthias
Durand, Fredo
author2 Massachusetts Institute of Technology. Department of Electrical Engineering and Computer Science
author_facet Massachusetts Institute of Technology. Department of Electrical Engineering and Computer Science
Goldberg, Alexander
Zwicker, Matthias
Durand, Fredo
author_sort Goldberg, Alexander
collection MIT
description Programmable graphics hardware makes it possible to generate procedural noise textures on the fly for interactive rendering. However, filtering and antialiasing procedural noise involves a tradeoff between aliasing artifacts and loss of detail. In this paper we present a technique, targeted at interactive applications, that provides high-quality anisotropic filtering for noise textures. We generate noise tiles directly in the frequency domain by partitioning the frequency domain into oriented subbands. We then compute weighted sums of the subband textures to accurately approximate noise with a desired spectrum. This allows us to achieve high-quality anisotropic filtering. Our approach is based solely on 2D textures, avoiding the memory overhead of techniques based on 3D noise tiles. We devise a technique to compensate for texture distortions to generate uniform noise on arbitrary meshes. We develop a GPU-based implementation of our technique that achieves similar rendering performance as state-of-the-art algorithms for procedural noise. In addition, it provides anisotropic filtering and achieves superior image quality.
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spelling mit-1721.1/1003932022-09-28T15:22:52Z Anisotropic noise Goldberg, Alexander Zwicker, Matthias Durand, Fredo Massachusetts Institute of Technology. Department of Electrical Engineering and Computer Science Durand, Fredo Programmable graphics hardware makes it possible to generate procedural noise textures on the fly for interactive rendering. However, filtering and antialiasing procedural noise involves a tradeoff between aliasing artifacts and loss of detail. In this paper we present a technique, targeted at interactive applications, that provides high-quality anisotropic filtering for noise textures. We generate noise tiles directly in the frequency domain by partitioning the frequency domain into oriented subbands. We then compute weighted sums of the subband textures to accurately approximate noise with a desired spectrum. This allows us to achieve high-quality anisotropic filtering. Our approach is based solely on 2D textures, avoiding the memory overhead of techniques based on 3D noise tiles. We devise a technique to compensate for texture distortions to generate uniform noise on arbitrary meshes. We develop a GPU-based implementation of our technique that achieves similar rendering performance as state-of-the-art algorithms for procedural noise. In addition, it provides anisotropic filtering and achieves superior image quality. National Science Foundation (U.S.) (CAREER Award 0447561) Microsoft Research (New Faculty Fellowship) Alfred P. Sloan Foundation (Fellowship) 2015-12-16T17:02:25Z 2015-12-16T17:02:25Z 2008-08 Article http://purl.org/eprint/type/ConferencePaper 07300301 http://hdl.handle.net/1721.1/100393 Goldberg, Alexander, Matthias Zwicker, and Frédo Durand. “Anisotropic Noise.” ACM Transactions on Graphics 27, no. 3 (August 1, 2008): 1. https://orcid.org/0000-0001-9919-069X en_US http://dx.doi.org/10.1145/1360612.1360653 ACM Transactions on Graphics Article is made available in accordance with the publisher's policy and may be subject to US copyright law. Please refer to the publisher's site for terms of use. application/pdf Association for Computing Machinery (ACM) MIT web domain
spellingShingle Goldberg, Alexander
Zwicker, Matthias
Durand, Fredo
Anisotropic noise
title Anisotropic noise
title_full Anisotropic noise
title_fullStr Anisotropic noise
title_full_unstemmed Anisotropic noise
title_short Anisotropic noise
title_sort anisotropic noise
url http://hdl.handle.net/1721.1/100393
https://orcid.org/0000-0001-9919-069X
work_keys_str_mv AT goldbergalexander anisotropicnoise
AT zwickermatthias anisotropicnoise
AT durandfredo anisotropicnoise