Perlln noise pixel shaders

Research output: Contribution to conferencePaperpeer-review


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 using accelerated OpenGL PixelMap and PixelTransfer operations, achieving a rate of 2.5 Hz for a 256×256 image. We also implemented the noise algorithm on the NVidia GeForce2 using register combiners. Our register combiner implementation required 375 passes, but ran at 1.3 Hz. This exercise illustrated a variety of abilities and shortcomings of current graphics hardware. The paper concludes with an exploration of directions for expanding pixel shading hardware to further support iterative multipass pixel-shader applications.

Original languageEnglish (US)
Number of pages8
StatePublished - 2001
Event2001 Workshop on Graphics Hardware - Los Angeles, CA, United States
Duration: Aug 12 2001Aug 13 2001


Other2001 Workshop on Graphics Hardware
Country/TerritoryUnited States
CityLos Angeles, CA


  • Hardware shading
  • Perlin noise function
  • Pixel shaders
  • Register combiners

ASJC Scopus subject areas

  • Computer Science(all)


Dive into the research topics of 'Perlln noise pixel shaders'. Together they form a unique fingerprint.

Cite this