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利用基于随机噪声和扰动的实体纹理构造来实现非平面物体的易于参数化的随机纹理,并将分形叠加引入具体的扰动算法中.为了提高运算速度以利于实用,简化了基于Perlin的噪声函数,并利用光线跟进的渲染算法,达到较好的效果.
The stochastic texture based on stochastic noise and perturbed solid texture is used to realize the easy parameterized random texture of non-planar objects, and the fractal overlay is introduced into the perturbation algorithm. In order to improve the speed of operation in order to be practical, the Perlin-based noise function is simplified, and the ray-following rendering algorithm is used to achieve good results.