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Perlin Noise CSU540 The Oscar™ To Ken Perlin for the development of Perlin Noise, a technique used to produce natural appearing textures on computer generated surfaces for motion picture visual effects. The Movies James Cameron Movies (Abyss,Titanic,...)

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Perlin Noise

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Perlin noise l.jpg

Perlin Noise

CSU540


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The Oscar™

To Ken Perlin for the development of Perlin Noise, a technique used to produce natural appearing textures on computer generated surfaces for motion picture visual effects.


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The Movies

  • James Cameron Movies (Abyss,Titanic,...)

  • Animated Movies (Lion King, Moses,...)

  • Arnold Movies (T2, True Lies, ...)

  • Star Wars Episode I

  • Star Trek Movies

  • Batman Movies

  • and lots of others

    In fact, after around 1990 or so, every Hollywood effects film has used it.


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What is Noise?

  • Noise is a mapping from Rn to R - you input an n-dimensional point with real coordinates, and it returns a real value.

  • n=1for animation

  • n=2cheap texture hacks

  • n=3 less-cheap texture hacks

  • n=4time-varying solid textures


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Noise is Smooth Randomness


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Making Noise

  • Generate random values at grid points.

  • Interpolate smoothly between these values.


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Linear Noise


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lerp

  • The basic operation of linear interpolation between two values is so commonly used in computer graphics that it is sometimes called a lerp in the jargon of computer graphics.

  • Lerp operations are built into the hardware of all modern computer graphics processors.


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lerping

lerp(v1, v2, t) = (1 – t)v1 + tv2

t of the distance from P to Q

Q

(1-t)P + tQ

P


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101 15 182

207 133 174

2D Linear Noise

253 45 3

50 5 241

199 57 20

139 80 230

154 74 178

145 68 37

228 154 219


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3D Linear Noise


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Noise is Smooth Randomness


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Perlin Noise Sphere


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Turbulence or Sum 1/f(noise)

noise(p) + ½ noise(2p) + ¼ noise(4p) ...


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Perlin Sum 1/f(noise) Sphere


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Perlin Sum 1/f(|noise|) Sphere


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Just Noise

2D Nornalized Turbulence


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2D Turbulence


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Marble

factorG = sqrt(abs(sin(x + twist*turbulence(x, y, noise)

color = (0, trunc(factorG*255), 255);


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Clouds

r = sqrt((x-200/d)*(x-200/d) + (y-200/d)*(y-200/d));

factorB = abs(cos(r + fluff*turbulence(x, y, noise));

color=(127 + 128*(1 - factorB), 127 + 128*(1 - factorB), 255);


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Student Images


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Student Images


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Student Images


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Perlin’s Clouds and Corona


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