2018
DOI: 10.1145/3233304
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High-Performance By-Example Noise using a Histogram-Preserving Blending Operator

Abstract: pages. https: //doi.org/10.1145/3233304 random-phase our result: 3 texture fetches per pixel 256 × 256 input memory: 197 KB, performance: 0.11 ms at 1920×1080 on a GeForce GTX 980 non-random-phase our result: 3 texture fetches + 1 look-up-table fetch per pixel 256 × 256 input memory: 295 KB, performance: 0.29 ms at 1920×1080 on a GeForce GTX 980Fig. 2. Our method is 20× faster than Texton Noise [Galerne et al. 2017a], currently the fastest method for random-phase noise, and 75× faster than Local Random Phase N… Show more

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Cited by 37 publications
(65 citation statements)
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References 29 publications
(48 reference statements)
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“…Finally, as highlighted by 10 (a) to (d), our spot noise can also be used as a primitive in a shader-graph to drive other procedural methods, yielding composite textures. Here, the spot noise is used as a texture space partition in conjunction with two high performance noises [26] to achieve a complex appearance relying on our normal map generation for shading purpose. We linearly blend the two procedural textures by using the amplitude of our spot noise as a blending mask and simulate geometric de- tails during shading using the partial derivatives of our model.…”
Section: Resultsmentioning
confidence: 99%
See 2 more Smart Citations
“…Finally, as highlighted by 10 (a) to (d), our spot noise can also be used as a primitive in a shader-graph to drive other procedural methods, yielding composite textures. Here, the spot noise is used as a texture space partition in conjunction with two high performance noises [26] to achieve a complex appearance relying on our normal map generation for shading purpose. We linearly blend the two procedural textures by using the amplitude of our spot noise as a blending mask and simulate geometric de- tails during shading using the partial derivatives of our model.…”
Section: Resultsmentioning
confidence: 99%
“…To achieve a high level of realism, virtual appearances should exhibit fine non-stationary details at multiple scales. As shown in our work, a promising venue of future research resides in the conjoint use of procedural stationary texture synthesis [26,23] with spatially varying structured patterns generation to create elaborate surface textures, though filtering issues should be carefully considered.…”
Section: Discussionmentioning
confidence: 99%
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“…To further reduce the repetition effect and strengthen the sense of reality, pre-processing of textures is implemented using the Heitz's method [39] to preserve the color distribution. This process undoubtedly improves the visual effect.…”
Section: Histogram Color Preservationmentioning
confidence: 99%
“…Unfortunately, existing approaches have not convincingly solved this problem, still presenting temporal coherence problems and traces of the 'shower door' effect. With the development of coherent noise [Kass and Pesare, 2011] and high performant noise synthesis based on textures [Heitz and Neyret, 2018], there might be a possibility to solve this issue in the near future.…”
Section: Future Workmentioning
confidence: 99%