Direct3D HLSL Programming using RenderMonkey IDE
Direct3D HLSL Programming using RenderMonkey IDE
Direct3D HLSL Programming using RenderMonkey IDE
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Vein Turbulence<br />
• Compute vein turbulence based on modified<br />
Perlin algorithm:<br />
– Accumulate multiple octaves of noise with magnitude<br />
1<br />
decreasing along with frequency -<br />
f<br />
noise<br />
– Results in visual impression of turbulent fluid flow<br />
– Fades out the highest frequency<br />
turbulence components<br />
Game Developer Conference, San Jose, CA, March 7 th 2003