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Real-Time Rendering Cody Tankersley
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Term Project Overview ◦ Desired Shaders What is noise? A Little History…. Noise Functions ◦ Some Implementation Details CPU vs GPU Noise Applications that love noise! References Demos! Administrative ‘Stuffz’ Some really cool noise [4]
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Goal: Create an universe in real-time Techniques: ◦ Noise – Perlin, Simplex, Basic ◦ Particle Systems Effects Modeled: ◦ Variety of planet types (rock, gas, water, etc) ◦ Semi-realistic orbital paths ◦ Various other elements (black holes, comets, ‘twinkling’ stars, and more)
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Sun Shader ◦ Animated sun spots Rock Shader ◦ Model rocky planets Water Shader ◦ Model water-based planets Gas Shader ◦ Model gas-based planets Other Possible Shaders ◦ Sun flare shader, molten shader, black hole shader, and more
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Pseudo-Random Numbers Way Too Many Definitions…. ◦ Wavelength (distance) ◦ Amplitude (max to min) ◦ Frequency ( 1 / wavelength) ◦ Octaves (values per iteration) ◦ Gradients ◦ Simplex (funny ‘squashed’ shapes) Noise [2]
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Ken Perlin ◦ http://cs.nyu.edu/~perlin/ http://cs.nyu.edu/~perlin/ Why he studied noise How and why noise has evolved More noise [4]
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Perlin Noise (1984) ◦ O(2 n ) Simplex (2001) ◦ O(n 2 ) 3D Perlin Noise vs3D Simplex Noise [1]
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Perlin Noise ◦ Generate random numbers (per iteration) ◦ Sample by gradient ◦ Smooth (or don’t) ◦ Interpolate ◦ Add value to total Simplex Noise ◦ Generate random numbers (per iteration) ◦ Sample by gradient (or bits) ◦ Sum ◦ Add value to total
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CPU Generation GPU Generation ◦ Textures for storage Different interpolation Techniques [4]
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Texturing ◦ e.g. Clouds / Wood / Marble / Etc Particle Systems ◦ Who doesn’t love fire and smoke? Object Placement ◦ Random map generation There’s always more… ◦ ….I’m just not familiar with them clouds [4]
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[1] S. Gustavson, “Simplex Noise Demystified,” http://staffwww.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf (accessed Oct. 5, 2011). [2] H. Tulleken, “How to Use Perlin Noise in Your Games,” http://devmag.org.za/2009/04/25/perlin-noise/ (accessed Oct. 5, 2011). [3] K. Perlin, “Implementing Improved Perlin Noise,” GPU Gems, Pearson Education, Inc, Upper Saddle River, New Jersey, 2005, ch. 5. [4] K. Perlin, “Making Noise,” http://www.noisemachine.com/talk1/9.html (accessed Oct. 5, 2011). [5] H. Elias, “Perlin Noise,” http://freespace.virgin.net/hugo.elias/models/m_perlin.htm (accessed Oct. 5, 2011).
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Ahh, fire! [4]
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Required Shaders ◦ Sun Shader ◦ Water/Ice Planet Shader ◦ Rock Planet Shader ◦ Gas Planet Shader Desired ◦ Sun Flare Particle Shader ◦ Molten Planet Shader ◦ Black Hole Shader ◦ Comet Shader ◦ Simplex / Perlin / Basic Noise implementations of all planets
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