Skip to main content

Procedural Non-Uniform Cellular Noise

  • Chapter
  • First Online:
Mathematical Insights into Advanced Computer Graphics Techniques (MEIS 2016, MEIS 2017)

Abstract

Procedural cellular textures have been widely used in movie production to reproduce various natural and organic looks. The advantage of procedural texture is to trade memory for computer power and obtain potentially unlimited resolution. In this paper, we propose to compute non-uniform density cellular noise by using a procedural quad-tree. We will explain how to efficiently traverse the tree recursively (CPU) and iteratively (CPU and GPU).

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 119.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Hardcover Book
USD 159.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Ebert DS, Musgrave FK, Peachey D, Perlin K, Worley S (2002) Texturing and modeling: a procedural approach, 3rd edn. Morgan Kaufmann Publishers Inc., San Francisco

    Google Scholar 

  2. Galerne B, Lagae A, Lefebvre S, Drettakis G (2012) Gabor noise by example. In: ACM transactions on graphics (SIGGRAPH conference proceedings), vol 31(4). http://www-sop.inria.fr/reves/Basilic/2012/GLLD12

    Article  Google Scholar 

  3. Gilet G, Dischler JM, Ghazanfarpour D (2012) Multiple kernels noise for improved procedural texturing. Vis Comput 28(6):679–689. https://doi.org/10.1007/s00371-012-0711-2

    Article  Google Scholar 

  4. Glanville RS (2004) Texture bombing. In: Fernando R (ed) GPU Gems. Addison-Wesley, Boston, pp 323–338

    Google Scholar 

  5. Kwatra V, Schödl A, Essa I, Turk G, Bobick A (2003) Graphcut textures: image and video synthesis using graph cuts. In: ACM SIGGRAPH 2003 papers, SIGGRAPH’03. ACM, New York, pp 277–286. https://doi.org/10.1145/1201775.882264

  6. Lagae A, Lefebvre S, Drettakis G, Dutré P (2009) Procedural noise using sparse gabor convolution. In: ACM SIGGRAPH 2009 papers, SIGGRAPH’09. ACM, New York, pp 54:1–54:10. https://doi.org/10.1145/1576246.1531360

  7. Lefebvre S, Hoppe H (2006) Appearance-space texture synthesis. ACM Trans Graph 25(3):541–548. http://dblp.uni-trier.de/db/journals/tog/tog25.html

    Article  Google Scholar 

  8. Muja M, Lowe DG (2008) Flann - fast library for approximate nearest neighbors. http://www.cs.ubc.ca/research/flann/

  9. Olano M, Akeley K, Hart JC, Heidrich W, McCool M, Mitchell JL, Rost R (2004) Real-time shading. In: ACM SIGGRAPH 2004 course notes, SIGGRAPH’04. ACM, New York. https://doi.org/10.1145/1103900.1103901

  10. Perlin K (2002) Improving noise. In: Proceedings of the 29th annual conference on computer graphics and interactive techniques, SIGGRAPH’02. ACM, New York, pp 681–682. https://doi.org/10.1145/566570.566636

  11. Praun E, Finkelstein A, Hoppe H (2000) Lapped textures. In: Proceedings of the 27th annual conference on computer graphics and interactive techniques, SIGGRAPH’00. ACM Press/Addison-Wesley Publishing Co., New York, pp 465–470. https://doi.org/10.1145/344779.344987

  12. Sanderson AR, Kirby RM, Johnson CR, Yang L (2006) Advanced reaction-diffusion models for texture synthesis. J Graph Tools 11(3):47–71. http://dblp.uni-trier.de/db/journals/jgtools/jgtools11.html

    Article  Google Scholar 

  13. Turk G (1991) Generating textures on arbitrary surfaces using reaction-diffusion. In: Proceedings of the 18th annual conference on computer graphics and interactive techniques, SIGGRAPH’91. ACM, New York, pp 289–298. https://doi.org/10.1145/122718.122749

  14. Vanhoey K, Sauvage B, Larue F, Dischler JM (2013) On-the-fly multi-scale infinite texturing from example. ACM Trans Graph 32(6):208:1–208:10. https://doi.org/10.1145/2508363.2508383

    Article  Google Scholar 

  15. Worley S (1996) A cellular texture basis function. In: Proceedings of the 23rd annual conference on computer graphics and interactive techniques, SIGGRAPH’96. ACM, New York, pp 291–294. https://doi.org/10.1145/237170.237267

Download references

Acknowledgements

The authors would like to thank Dr. Ken Anjyo and the anonymous reviewers for their valuable feedbacks on this paper.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Alexandre Derouet-Jourdan .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2019 Springer Nature Singapore Pte Ltd.

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Jonchier, T., Salvati, M., Derouet-Jourdan, A. (2019). Procedural Non-Uniform Cellular Noise. In: Dobashi, Y., Kaji, S., Iwasaki, K. (eds) Mathematical Insights into Advanced Computer Graphics Techniques. MEIS MEIS 2016 2017. Mathematics for Industry, vol 32. Springer, Singapore. https://doi.org/10.1007/978-981-13-2850-3_6

Download citation

  • DOI: https://doi.org/10.1007/978-981-13-2850-3_6

  • Published:

  • Publisher Name: Springer, Singapore

  • Print ISBN: 978-981-13-2849-7

  • Online ISBN: 978-981-13-2850-3

  • eBook Packages: EngineeringEngineering (R0)

Publish with us

Policies and ethics