ComputingComputer ScienceHigh-performance ComputingComputer GraphicsReal-time RenderingRenderingComputer Graphics HardwareDigital Image ProcessingGraphics Processing Unit ComputingGraphics Processing UnitsImage ProcessingRendering PipelineCombinersGpu-based RenderingImage Processing On GpusPerlin NoiseReal-time Procedural RenderingShader-based RenderingShading HardwareTexturing
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.
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Ken Perlin · ACM SIGGRAPH Computer Graphics · 1985 · 2K citations
Texturing and modeling: a procedural approach
Choice Reviews Online · 1995 · 664 citations
Solid texturing of complex surfaces
Darwyn Peachey · ACM SIGGRAPH Computer Graphics · 1985 · 336 citations · Full text
A language for shading and lighting calculations
Pat Hanrahan, Jim Lawson · 1990 · 178 citations
A real-time procedural shading system for programmable graphics hardware
Kekoa Proudfoot, William R. Mark, Svetoslav Tzvetkov et al. · 2001 · 165 citations