david runyon lauren stana kelsey vaughn molly shelestak

22
David Runyon Lauren Stana Kelsey Vaughn Molly Shelestak

Upload: april-johns

Post on 26-Dec-2015

216 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: David Runyon Lauren Stana Kelsey Vaughn Molly Shelestak

David RunyonLauren Stana

Kelsey VaughnMolly

Shelestak

Page 2: David Runyon Lauren Stana Kelsey Vaughn Molly Shelestak

OVERVIEW• Procedural Texturing

• Perlin Noise

– Kenneth Perlin

– How to Obtain

– Hardware

• Other Procedural Textures

• Future

• Discussion Questions

Page 3: David Runyon Lauren Stana Kelsey Vaughn Molly Shelestak

WHAT IS A PROCEDURAL TEXTURE?

•Procedural Texturing

•What is…

•Advantages

•Disadvantages

•Implicit vs Explicit

•Perlin Noise

•Other Procedural Textures

•Future

•Discussion Questions

• Function of a set of input parameters

• Synthetic

Page 4: David Runyon Lauren Stana Kelsey Vaughn Molly Shelestak

ADVANTAGES OVER NON PROCEDURAL• Compact

• No fixed resolution

• Unlimited coverage

• Parameterize

•Procedural Texturing

•What is…

•Advantages

•Disadvantages

•Implicit vs Explicit

•Perlin Noise

•Other Procedural Textures

•Future

•Discussion Questions

Page 5: David Runyon Lauren Stana Kelsey Vaughn Molly Shelestak

DISADVANTAGES OF NON PROCEDURAL• Difficult to build and debug

• Surprising results

• Processing time

• Aliasing

• Not good for:– Labels– Pictures– Detail

•Procedural Texturing

•What is…

•Advantages

•Disadvantages

•Implicit vs Explicit

•Perlin Noise

•Other Procedural Textures

•Future

•Discussion Questions

Page 6: David Runyon Lauren Stana Kelsey Vaughn Molly Shelestak

IMPLICIT VS. EXPLICIT• Explicit Procedure

– directly generates the point– creates texture in a fixed order

• Implicit Procedure– answers a query about a point– creates texture in random order– used for creating natural

simulations (fire, clouds, fog, etc.)

•Procedural Texturing

•What is…

•Advantages

•Disadvantages

•Implicit vs Explicit

•Perlin Noise

•Other Procedural Textures

•Future

•Discussion Questions

Page 7: David Runyon Lauren Stana Kelsey Vaughn Molly Shelestak

KENNETH PERLIN• Technical Achievement Award

• TRON

• Hardware Limitations

• Controlled Random Primitive

•Procedural Texturing

•Perlin Noise

•Kenneth Perlin

•How to Obtain

•Hardware

•Other Procedural Textures

•Future

•Discussion Questions

Page 8: David Runyon Lauren Stana Kelsey Vaughn Molly Shelestak

NOISE• White Noise

• Pseudo-Random

•Procedural Texturing

•Perlin Noise

•Kenneth Perlin

•How to Obtain•Noise

•Ideal Noise

•Lattice

•Octaves

•Smoothing

•Combining

•Hardware

•Other Procedural Textures

•Future

Page 9: David Runyon Lauren Stana Kelsey Vaughn Molly Shelestak

IDEAL NOISE FUNCTION• Repeatable function

• Known range

• Doesn’t exhibit patterns

• Stationary

•Procedural Texturing

•Perlin Noise

•Kenneth Perlin

•How to Obtain•Noise

•Ideal Noise

•Lattice

•Octaves

•Smoothing

•Combining

•Hardware

•Other Procedural Textures

•Future

• Stationary example

Page 10: David Runyon Lauren Stana Kelsey Vaughn Molly Shelestak

LATTICE• Most popular

•Procedural Texturing

•Perlin Noise

•Kenneth Perlin

•How to Obtain•Noise

•Ideal Noise

•Lattice

•Octaves

•Smoothing

•Combining

•Hardware

•Other Procedural Textures

•Future

Page 11: David Runyon Lauren Stana Kelsey Vaughn Molly Shelestak

OCTAVES• Lucunarity

• Gain

•Procedural Texturing

•Perlin Noise

•Kenneth Perlin

•How to Obtain•Noise

•Ideal Noise

•Lattice

•Octaves

•Smoothing

•Combining

•Hardware

•Other Procedural Textures

•Future

Page 12: David Runyon Lauren Stana Kelsey Vaughn Molly Shelestak

SMOOTHING•Procedural Texturing

•Perlin Noise

•Kenneth Perlin

•How to Obtain•Noise

•Ideal Noise

•Lattice

•Octaves

•Smoothing

•Combining

•Hardware

•Other Procedural Textures

•Future

Page 13: David Runyon Lauren Stana Kelsey Vaughn Molly Shelestak

COMBINING• Fractional Brownian Motion

– Noise(p) + ½ * Noise(2*p) + ¼ * Noise(4 * p) + …

•Procedural Texturing

•Perlin Noise

•Kenneth Perlin

•How to Obtain•Noise

•Ideal Noise

•Lattice

•Octaves

•Smoothing

•Combining

•Hardware

•Other Procedural Textures

•Future

Page 14: David Runyon Lauren Stana Kelsey Vaughn Molly Shelestak

HARDWARE• Graphic Processing Unit

• How it works1. Graphics processor renders colors

2. Colors store the state of the simulation

3. Colors read back in

•Procedural Texturing

•Perlin Noise

•Kenneth Perlin

•How to Obtain

•Hardware

•Other Procedural Textures

•Future

•Discussion Questions

Blue = 1D positionGreen = VelocityRed = ForceRGB1 = 3d positionRGB2 = 3d velocity

Page 15: David Runyon Lauren Stana Kelsey Vaughn Molly Shelestak

HARDWARE• Keep it all on the GPU!

• Geometry drives processing

• Pixel shaders

•Procedural Texturing

•Perlin Noise

•Kenneth Perlin

•How to Obtain

•Hardware

•Other Procedural Textures

•Future

•Discussion Questions

WHY???

Page 16: David Runyon Lauren Stana Kelsey Vaughn Molly Shelestak

WATER SIMULATION• Video/PC Games

• Coupling two simulations

•Procedural Texturing

•Perlin Noise

•Usage of Procedural Textures

•Water Simulation

•Terrains

•HyperTexturing

•Animation

•Future

•Discussion Questions

Page 17: David Runyon Lauren Stana Kelsey Vaughn Molly Shelestak

TERRAINS• Height Map

•Procedural Texturing

•Perlin Noise

•Usage of Procedural Textures

•Water Simulation

•Terrains

•HyperTexturing

•Animation

•Future

•Discussion Questions

Page 18: David Runyon Lauren Stana Kelsey Vaughn Molly Shelestak

HYPERTEXTURING• Density cloud

•Procedural Texturing

•Perlin Noise

•Usage of Procedural Textures

•Water Simulation

•Terrains

•HyperTexturing

•Animation

•Future

•Discussion Questions

Page 19: David Runyon Lauren Stana Kelsey Vaughn Molly Shelestak

ANIMATION• Facial Subtleties

•Procedural Texturing

•Perlin Noise

•Usage of Procedural Textures

•Water Simulation

•Terrains

•HyperTexturing

•AnimationAnimation

•Future

•Discussion Questions

Page 20: David Runyon Lauren Stana Kelsey Vaughn Molly Shelestak

FUTURE• Faster

• More Complex Simulations

• Animation

• Applications

•Procedural Texturing

•Perlin Noise

•Other Procedural Textures

•Future

•Discussion Questions

Page 21: David Runyon Lauren Stana Kelsey Vaughn Molly Shelestak

DISCUSSION QUESTIONS1) Should you be able to copyright procedural

equations?

2) Will graphical languages like OpenGL or DirectX implement common procedural textures such as clouds, fire, etc in their API?

3) In the future, will there be a program enabling users to scan a picture of a texture and have the computer create a matching procedural texture?

4) What are some ways the procedural texturing can be made easier in 3d graphics programs like Maya?

5) Will a video game ever strictly use procedural textures?

•Procedural Texturing

•Perlin Noise

•Other Procedural Textures

•Future

•Discussion Questions

Page 22: David Runyon Lauren Stana Kelsey Vaughn Molly Shelestak

David RunyonLauren Stana

Kelsey VaughnMolly

Shelestak