We present GLSL implementations of Perlin noise and Perlin simplex noise that run fast enough for practical consideration on current generation GPU hardware. The key benefits are that the functions are purely computational, i.e. they use neither textures nor lookup tables, and that they are implemented in GLSL version 1.20, which means they are compatible with all current GLSL-capable platforms, including OpenGL ES 2.0 and WebGL 1.0. Their performance is on par with previously presented GPU implementations of noise, they are very convenient to use, and they scale well with increasing parallelism in present and upcoming GPU architectures.
翻译:我们展示了Perlin噪音和Perlin 简单噪音的GLSL实施速度足够快,以实际考虑当前一代的 GPU 硬件。 关键的好处是这些功能纯粹是计算性的, 即它们既不使用纹理,也不使用查看表, 并且这些功能在 GLSL 1. 20 版本中执行, 这意味着它们与当前所有GLSL有能力的平台兼容, 包括 OpenGL ES 2. 0 和 WebGL 1. 0 。 它们的表现与以前提供的 GPU 实施噪音的功能相同, 它们非常方便使用, 并且它们的规模与当前和即将出现的 GPU 结构中日益增加的平行性相当。