Fabrice
NEYRET -
Maverick team, LJK, at INRIA-Montbonnot
Joelle
THOLLOT –
Maverick team, LJK, at INRIA-Montbonnot
In Computer Graphics, procedural noise such as Perlin noise is a way to produce cheaply very detailed natural looking random patterns. Still, many patterns are not satisfactorily representable by the few available procedural techniques, plus deep zooming or anti-aliasing filtering them is not so easy in practice. For instance, the dark fractal clouds of galactic dust ( left image – NGC3810 ) seems typically adapted to procedural noise, which is needed if one wants to enable the high-quality and efficient image synthesis of galaxies at any scale, but no existing technique can model them for now. We propose the base of such a technique, unitary multiplicative noise ( right images; see also this shadertoy ).
The purpose of the subject is to explore and study the various
options of the new technique, in 2D and in 3D, the properties that
can be warranted (a key one being appearance continuity through
scales), and the various user controls that can be offered to tuned
the resulting look.
Note that while the first target is galactic
dust cloud, as a new procedural tool it should have broader
applications.
General culture in Computer Graphics and Math ( textures, proceduralism, Perlin noise, fractals would be a plus)
C/C++,
GLSL and OpenGL would be a plus, but these can be learn easily during the practice or before.