Efficient computational noise in GLSL
Ashima Research, 600 S. Lake Ave., Suite 104, Pasadena CA 91106, USA
arXiv:1204.1461v1 [cs.GR] (6 Apr 2012)
@article{2012arXiv1204.1461M,
author={McEwan}, I. and {Sheets}, D. and {Gustavson}, S. and {Richardson}, M.},
title={"{Efficient computational noise in GLSL}"},
journal={ArXiv e-prints},
archivePrefix={"arXiv"},
eprint={1204.1461},
primaryClass={"cs.GR"},
keywords={Computer Science – Graphics},
year={2012},
month={apr},
adsurl={http://adsabs.harvard.edu/abs/2012arXiv1204.1461M},
adsnote={Provided by the SAO/NASA Astrophysics Data System}
}
We present GLSL implementations of Perlin noise and Perlin simplex noise that run fast enough for practical consideration on current generation GPU hardware. The key benefits are that the functions are purely computational, i.e. they use neither textures nor lookup tables, and that they are implemented in GLSL version 1.20, which means they are compatible with all current GLSL-capable platforms, including OpenGL ES 2.0 and WebGL 1.0. Their performance is on par with previously presented GPU implementations of noise, they are very convenient to use, and they scale well with increasing parallelism in present and upcoming GPU architectures.
April 9, 2012 by hgpu