M2R project :
« Anisotropic Procedural Noise »

Advisor

Fabrice NEYRET   - Maverick team, LJK, at INRIA-Montbonnot (Grenoble)



Context

Procedural noise like Perlin noise is a powerful tool to to populate 3D scenes with complex stochastic apparence via surface textures or 3D density fields, in real-time or offline image production. Alas, the expressive world reachable by artists with this tool is limited. For instance, anisotropy (preferred orientation, possibly changing along location) is present in many natural patterns (e.g. geological features, wood, cloud wisps, nebulas...), but managing anisotropy with Perlin noise is very difficult:  distorting parameterization or varying parameters along space generally gives surprisingly awful results. Gabor noise do better because splat are independents while Perlin noise is a continuous function, but oppositely to Perlin noise there are way too many parameters and the evaluation is very costly. 

Still, several ingredients give hope: A recent Disney's Siggraph talk proposed to distort the Perlin basis according to a vector field, getting promising results, and several studies propose to blend distorted texture splats. Also, we published several works about how to smart-blend so as to way-better preserve properties. 

Description of the subject

The purpose of this subject is to experiment different new techniques around these ingredients and new ones, as well as ways to conveniently design direction fields, so as to enrich the toolbox with high quality but still high performance more pliable tool for artists to design 2D and 3D procedural anisotropic fields.

Prerequisite

C/C++, general culture in Computer Graphics and Maths.
Some experience on both using and coding procedural textures would be welcomed, as well as GLSL shading langage or equivalent.

Bibliography

See papers and presentations in the links above.