Brain Dump

Noise

Tags
computer-graphics

A collection of random values that can somehow be applied to a texture.

Textures with noise applied to them most often define the noise values beforehand, that way the same pattern is imprinted on the same object for each re-render.

We store a grid of noise (u,v,w) where at [see page 14, each vertex] in the grid we store the noise value. For lattice-noise we store a scalar value and for gradient noise we store a vector. Think of it as a grid of cubes with each vertex of each cube having some random value.

Think of noise as a 3D map where height indicates intensity and we're looking top-down. Each point in the map has a value representing the noisiness at that point.

The intensity of can easily be [see page 16, scaled] by multiplying by a scalar.

See perlin noise.

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