How does it work?
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The implementation of the noise function itself
turns out not to be that complex.
I will show how it is constructed,
and various ways it is used in shader programs
to get different kinds of procedural textures.
There will be pictures and animations.
Finally I'll talk about a real-time implementation, which I designed so that it could be used most effectively in game hardware and other platforms that support noise-intensive imagery at many frames per second. |