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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

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