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Perlin Noise Pixel Shaders
(The Eurographics Association, 2001)
While working on a method for supporting real-time procedural solid texturing, we developed a general purpose multipass pixel shader to generate the Perlin noise function. We implemented this algorithm on SGI workstations ...
GPU Algorithms for Radiosity and Subsurface Scattering
(The Eurographics Association, 2003)
We capitalize on recent advances in modern programmable graphics hardware, originally designed to support advanced local illumination models for shading, to instead perform two different kinds of global illumination models ...