Bresenham Noise

SIGGRAPH 2000 Conference Abstracts and Applications (Abstract of Presentation), July 2000 (Full paper appears in Proc. Western Computer Graphics Symposium, Mar. 2000, pp. 191-200)

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 di erencing. 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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