
High-Performance By-Example Noise using a Histogram-Preserving Blending Operator Eric Heitz and Fabrice Neyret High-Performance Graphics 2018 Abstract We propose a new by-example noise algorithm that takes as input a small example of a stochastic texture and synthesizes an infinite output with the same appearance. It works on any kind of random-phase inputs as well as on many non-random-phase inpu
Volumetric Rendering Equation (1) Hello Again! Itâs been a long time since my last blog post, but with a good reason. I was focused on delevoping a volumetric rendering system and that almost came to an end. In these âVolumetric Path Tracingâ series, I will try to share my findings and hopefully help someone who wants to start from a minimal system with actual code and explanations. To remind you
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Published as: Noor Shaker, Julian Togelius, and Mark J. Nelson (2016). Procedural Content Generation in Games: A Textbook and an Overview of Current Research. Springer. DOI: 10.1007/978-3-319-42716-4 Initial drafts of the chapters were posted online on this website in 2013, as they were written. They went through a number of revisions in 2013â2016; the PDFs above are the final authors' versions as
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