Bresenham Noise
نویسندگان
چکیده
Procedural texture mapping is a powerful technique, and use of the Perlin noise function makes procedural textures appear so realistic and interesting. It is also an expensive technique, and executing a texturing procedure on a per-pixel basis is costly, and usually prevents the method from being used in real time applications. In this paper, we present a method for computing the Perlin noise function for procedural texturing using forward differencing. With this method, we can compute neighboring texture samples with a few additions instead of a number of multiplications thus reducing the computation time to real-time performance.
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