Direct3D HLSL Programming using RenderMonkey IDE
Direct3D HLSL Programming using RenderMonkey IDE
Direct3D HLSL Programming using RenderMonkey IDE
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Noise Generation<br />
• Use volumetric noise texture<br />
• Sample the texture <strong>using</strong><br />
interpolated object position<br />
modified by noise frequency<br />
– Prevents marble from “swimming”<br />
float4 noise (float4 x)<br />
{<br />
return tex3D (noise_volume, x);<br />
}<br />
// Signed noise generation //<br />
float4 snoise (float4 x)<br />
{<br />
return 2.0f * tex3D (noise_volume, x) - 1.0f;<br />
}<br />
Game Developer Conference, San Jose, CA, March 7 th 2003