Josef Spjut Better Hardware Noise
نویسنده
چکیده
Better Hardware Noise Abstract: Noise such as Perlin Noise is used to provide some amount of repeatable pseudorandomness to many applications. In this document an example of a custom design to accelerate the generation of such noise is presented. This design could be used as a coprocessor, or could be used as a custom functional unit in a larger design. Two versions of the design are analyzed, one with low precision arithmetic and one with higher precision. Introduction and Background In order to generate images of marble, wood and other naturally occurring textures it is useful to have a noise implementation similar to what Ken Perlin proposed. Perlin’s version of noise, or Perlin noise as it is more commonly known, has become widely used in graphics applications such as movies and increasingly video games. As of yet, there has been little work on improving noise by implementing it entirely in custom hardware. Andrew Kensler has proposed a model for improved software based noise that has some features that will map well to a fast performing hardware implementation with some improvements in the quality of noise generated. The basic noise algorithm includes the following steps. First the input vector’s integer portion is hashed in a deterministic repeatable fashion that provides a result that is seemingly random in relation to the input. This is done to reduce the visible artifacts of the noise generated by the algorithm. Then the hash result is used to lookup a random unit vector. A dot product is performed on the random vector with the fractional part of the input vector. Finally a smoothing function is used to smooth the transitions across the lattices in 3D space. Improved Noise As mentioned above, the implementation used here is based on some improvements to the noise algorithm. For comparison the following is approximately how traditional noise works:
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تاریخ انتشار 2008