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Anisotropic Noise Alex Goldberg Matthias ZwickerFrédo Durand University of California, San DiegoMIT CSAIL PixelActive Inc.
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Procedural Noise Pioneered by Ken Perlin more than 20 years ago Powerful primitive for texture synthesis Valuable for small details [Perlin, 99]
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Noise Properties Simple, irregular appearance 2D Noise
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Noise Properties Simple, irregular appearance – Octaves combine for complex textures – Use directly or as input to another function Noise Octaves Summed (Fractal) Noise + + + + =
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Noise Today Important for modern games – Increasing content demand – Hand-created content time-consuming GPUs allow real-time noise Olano Noise (2005): Fast GPU results – 3D noise in two texture lookups
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2D Noise Distortion 2D noise textures still prevalent Unsightly parameterization artifacts 3D Noise [Olano,05] 2D Noise [Olano,05] Stretching Artifact
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Noise Filtering 2D noise textures can use hardware anisotropic texture filtering 3D noise hard to filter without aliasing
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3D Noise Filtering Common approach: octave truncation Exclude octaves that would lead to aliasing + + Foreground
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3D Noise Filtering Common approach: octave truncation Exclude octaves that would lead to aliasing + + ForegroundNear-Background
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3D Noise Filtering Common approach: octave truncation Exclude octaves that would lead to aliasing + + ForegroundNear-Background Background
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Anisotropic Filtering Circular pixel projects to an elliptical footprint Surface Space Screen Space x y
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Anisotropic Filtering Circular pixel projects to an elliptical footprint Surface Frequency Space Fourier Transform Surface Space Screen Space x y
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Noise In The Frequency Domain Spatial Domain + = +
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Noise In The Frequency Domain Spatial Domain + = + Frequency Domain
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Anisotropic Noise Filtering = * Pixel Footprint Noise Spectrum Anisotropic-Filtered Noise Spectrum Frequency domain multiplication = Anisotropic Filtering
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Frequency Space Footprint Octave Truncation Frequency Analysis
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1 st Octave Spectrum
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2 nd Octave Spectrum Octave Truncation Frequency Analysis
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1 st Octave Spectrum 2 nd Octave Spectrum Aliasing! Octave Truncation Frequency Analysis
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1 st Octave Spectrum 2 nd Octave Spectrum 3 rd Octave Spectrum Aliasing! Octave Truncation Frequency Analysis
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1 st Octave Spectrum 2 nd Octave Spectrum 3 rd Octave Spectrum Aliasing! Blurriness! Octave Truncation Frequency Analysis
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Octave truncation: aliasing and blurriness isotropic filtering Blurriness Aliasing Ideal Anisotropic Spectrum Truncated Spectrum Spectrum Showdown
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Perlin Noise Spectrum Perlin Noise not tightly band-limited Wide overlap makes octave truncation harder Perlin Frequency Spectra Overlaid Octaves
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Perlin Noise Spectrum Perlin Noise not tightly band-limited Wide overlap makes octave truncation harder Perlin Frequency Spectra Overlaid Octaves
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Wavelet Noise (Cook, DeRose 2005) Tighter frequency extent than Perlin Noise – But filtering still isotropic Aliasing / blurriness tradeoff high even for tightly band-limited functions [Cook, DeRose,05] Perlin Spectrum Wavelet Noise Spectrum
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Noise Today 3D Noise: Uniform features, no anisotropic filtering 3D Noise Blurriness
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Noise Today 3D Noise: Uniform features, no anisotropic filtering 2D Noise: Anisotropic filtering, stretching artifacts 3D Noise 2D Noise Stretching Artifact Blurriness
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Anisotropic Noise Band-limited, anisotropic filtering Uniform features on parameterized meshes Efficient implementation
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Anisotropic Noise Outline Anisotropic Noise Tiles Noise tile synthesis Parametric distortion compensation Anisotropic filtering GPU implementation
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The Basic Idea Partition the frequency domain into orientations Partitioned Frequency Domain Noise Orientation Spectra
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Frequency Palette Spatial Domain Tiles Frequency Domain ORIENTATIONS
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Frequency Palette SCALES Spatial Domain ORIENTATIONS Additional frequencies by scaling base tiles
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Single Noise Octave Noise Tiles Single Noise Octave + + + + = Spatial Domain Frequency Domain
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Steerable Noise Approximate arbitrary frequency spectra Example: Elliptical spectrum Target Spectrum Approximated Spectrum
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Steerable Noise 19 No Fourier / Inverse Transform at runtime Tile frequency ranges known in advance Output is a linear blend of spatial noise tiles
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Steering Texture Steerable Noise Approximate arbitrary frequency spectra Example: Elliptical spectra with steering texture Approximated Spectra
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Steerable Noise Steering Texture Approximated Spectra Output Noise Approximate arbitrary frequency spectra Example: Elliptical spectra with steering texture
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Anisotropic Noise Outline Anisotropic Noise Tiles Noise tile synthesis Parametric distortion compensation Anisotropic filtering GPU implementation
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Noise Synthesis Steps 1. Generate frequency-domain white noise Frequency Domain
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Noise Synthesis Steps 2. Multiply with oriented, band-limited filter masks Frequency Domain white noise * * * * = = = = Filter Masks Noise Tile Spectra
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Noise Synthesis Steps 3. Inverse Fourier transform yields spatial noise tiles F -1 Noise Tile Spectra Spatial Domain Noise Tiles
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Extension to 3D noise Could be extended to 3D noise Output would be a set of volume textures – Significant memory cost So lets stick with 2D noise…
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Anisotropic Noise Outline Anisotropic Noise Tiles Noise tile synthesis Parametric distortion compensation Anisotropic filtering GPU implementation
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Parameterization Distortions 2D noise suffers from parameterization artifacts Distorted Mesh Mesh Parameterization Stretching Artifacts
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Parameterization Distortions 2D noise suffers from parameterization artifacts Distorted Mesh Mesh Parameterization Stretching Artifacts
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Frequency Space Analysis u v Texture Space Texture Frequency Space
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Frequency Space Analysis u v Texture Space t s Local Object Space Texture Frequency Space
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u v Texture Space t s Local Object Space Frequency Space Analysis Texture Frequency SpaceObject Frequency Space
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Frequency Space Analysis t s Local Object Space Object Frequency Space t s Local Object Space
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Frequency Space Analysis t s Local Object Space Object Frequency Space Texture Frequency Space
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Frequency Space Analysis t s Local Object Space u v Texture Space Object Frequency Space Texture Frequency Space
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t s Local Object Space u v Texture Space Frequency Space Analysis Object Frequency Space Texture Frequency Space
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Distortion Compensation Goal Approximate target spectrum at this triangle Approach: use anisotropic spectrum control Target Frequency Spectrum
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Spectrum Approximation... +...... * * ** ** ++ ++ + + + ++ Compute tile weights and store per-vertex Multiple scales required Target Spectrum Noise Tile Spectra 00 12 11 01 02 10
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Spectrum Approximation... +...... * * ** ** ++ ++ + + + ++ Compute tile weights and store per-vertex Multiple scales required Target Spectrum Noise Tile Spectra 00 12 11 01 02 10
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Tile Weight Computation Fast heuristic approach Approximate each subband as center point Evaluate target spectrum at each point Target SpectrumSubband Centers
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Spectral Results Target SpectrumHeuristic Fit More orientations would produce a tighter fit Four works well in practice
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Distortion Compensation Results No Distortion Compensation Distorted Mesh Mesh Parameterization
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Distortion Compensation Results With Distortion Compensation Distorted Mesh Mesh Parameterization
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Distortion Compensation Results No Distortion Compensation Distorted Mesh Mesh Parameterization
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Distortion Compensation Results With Distortion Compensation Distorted Mesh Mesh Parameterization
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Distortion Compensation Results No Distortion Compensation Distorted Mesh Mesh Parameterization
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Distortion Compensation Results With Distortion Compensation Distorted Mesh Mesh Parameterization
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Distortion Compensation Results No Distortion Compensation Distorted Mesh Mesh Parameterization
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Distortion Compensation Results With Distortion Compensation Distorted Mesh Mesh Parameterization
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Distortion Compensation Animation Distortion Compensation (uniform appearance) No Distortion Compensation (noticeable stretching)
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Anisotropic Noise Outline Anisotropic Noise Tiles Noise tile synthesis Parametric distortion compensation Anisotropic filtering GPU implementation
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Anisotropic Filtering Any 2D filtering approach can be used 2D hardware anisotropic filtering – Memory bandwidth-intensive Our approach: view-dependent tile weights – Relies only on bilinear filtering – Minimal computational cost
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Anisotropic Filtering Recap Pixel projects to elliptical footprint Frequency footprint shows representable frequencies Frequency Space Footprint
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Anisotropic Filtering Recap Frequency Space FootprintGaussian Filter Footprint Pixel projects to elliptical footprint Frequency footprint shows representable frequencies
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Anisotropic Noise Filtering Evaluate at subband centers for tile weights – As with distortion compensation Subband Centers Gaussian Filter Footprint
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Anisotropic Noise Results Isotropic Filter (octave truncation)
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Anisotropic Noise Results Anisotropic Noise
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Anisotropic Noise Results Isotropic Filter (octave truncation)
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Anisotropic Noise Results Anisotropic Noise
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Anisotropic Noise Outline Anisotropic Noise Tiles Noise tile synthesis Parametric distortion compensation Anisotropic filtering GPU implementation
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GPU Implementation Distortion weights: CPU or vertex shader Antialiasing weights: pixel shader or vertex shader Noise tiles packed into a single RGBA texture – 256x256x4 = 256KB Separate Tile Textures Packed RGBA Texture
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Bottleneck: texture lookups One lookup per scale – 3 scales for first octave usually sufficient Only one more lookup for each higher octave – Olano Noise: 6 lookups for 3 octaves – Anisotropic Noise: 5 lookups for 3 octaves Matches or outperforms Olano Noise Performance Cost
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OctavesAnisotropic Noise FPS 1377 2307 3263 Performance Timings (1680 x 1050 noise samples) GeForce 6800 4 orientations, 3 scales
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3D Effects With 2D Noise Cork-like WoodPine-like WoodMarble Most solid functions require uniform surface noise Satisfied by Anisotropic Noise
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Filtering Nonlinear Functions Not technically correct for nonlinear functions Good results in practice
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Animated Noise Texture coordinate shifting Pre-pass blend between 3 noise tiles
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Limitations Mesh parameterization required – But can compensate for imperfect parameterizations Filtering imperfect for nonlinear functions – But often produces good results in practice Additional per-vertex data for pre-computed weights – But can compute in vertex shader
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Conclusion Anisotropic noise Fast, band-limited noise with anisotropic filtering Uniform features on paramerized meshes Steerable spectrum for anisotropic control
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Acknowledgments Paul Green MIT pre-reviewers Arash Keshmirian Hugues Hoppe Microsoft New Faculty Fellowship Sloan Fellowship
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