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Shading
Wednesday, 15 August
10:30 am - 12:15 pm
Room 408
Session Chair
Ronen Barzel
Pixar Animation Studios
Anti-Aliasing Perlin Noise
Ian Stephenson
National Centre for Computer Animation
Bournemouth University
Talbot Campus
Poole, Dorset BH12 5BB UNITED KINGDOM
istephen@bournemouth.ac.uk
Perlin noise is a key function in writing procedural shaders,
but it is prone to aliasing. Integrating it can dramatically
reduce artifacts.
Flow Noise
Ken Perlin
New York University Media Research Lab
719 Broadway, 12th Floor
New York, New York 10003 USA
perlin@mrl.nyu.edu
Enhanced Perlin noise (rotating gradients so animated textures
flow better) and using pseudoadvection to improve noise turbulence
is improved by pseudoadvection. Results are flexible, efficient,
and attractive. Examples include: flowing water, fire, clouds,
smoke, and lava.
Organic Textures With Controlled
Anisotropy and Directionality
Kazunori Miyata
Department of Media Art
Tokyo Institue of Polytechnics
1583 Iiyama, Atsugi-shi
Kanagawa 243-0297 JAPAN
miyatak@acm.org
A method of generating organic textures that first tessellates
a region into a set of polygons and then generates detailed
geometry for each of them.
Implementing Vector-Based
Texturing in RenderMan
John Haddon
National Centre for Computer Animation
Bournemouth University
Talbot Campus
Poole, Dorset BH12 5BB UNITED KINGDOM
theboyhaddon@hotmail.com
2D vector graphics provide high resolution, low memory requirements,
and scalable images, and they can be adaptively rasterised
at suitable resolutions to texture 3D objects in RenderMan.
Shadermaps:
A Method For Accelerating Procedural Shading
Thouis R. Jones
MERL
201 Broadway Street, 8th Floor
Cambridge, Massachusetts 02139 USA
jones@merl.com
Shadermaps are a new method for accelerating procedural shading,
driven by the observation that the visual complexity of most
objects is due to their static surface appearance.
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