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Procedural phasor noise

Published:12 July 2019Publication History
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Abstract

Procedural pattern synthesis is a fundamental tool of Computer Graphics, ubiquitous in games and special effects. By calling a single procedure in every pixel - or voxel - large quantities of details are generated at low cost, enhancing textures, producing complex structures within and along surfaces. Such procedures are typically implemented as pixel shaders.

We propose a novel procedural pattern synthesis technique that exhibits desirable properties for modeling highly contrasted patterns, that are especially well suited to produce surface and microstructure details. In particular, our synthesizer affords for a precise control over the profile, orientation and distribution of the produced stochastic patterns, while allowing to grade all these parameters spatially.

Our technique defines a stochastic smooth phase field - a phasor noise - that is then fed into a periodic function (e.g. a sine wave), producing an oscillating field with prescribed main frequencies and preserved contrast oscillations. In addition, the profile of each oscillation is directly controllable (e.g. sine wave, sawtooth, rectangular or any 1D profile). Our technique builds upon a reformulation of Gabor noise in terms of a phasor field that affords for a clear separation between local intensity and phase.

Applications range from texturing to modeling surface displacements, as well as multi-material microstructures in the context of additive manufacturing.

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References

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  1. Procedural phasor noise

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    • Published in

      cover image ACM Transactions on Graphics
      ACM Transactions on Graphics  Volume 38, Issue 4
      August 2019
      1480 pages
      ISSN:0730-0301
      EISSN:1557-7368
      DOI:10.1145/3306346
      Issue’s Table of Contents

      Copyright © 2019 ACM

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      Publication History

      • Published: 12 July 2019
      Published in tog Volume 38, Issue 4

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