Improving noise
By Ken Perlin. International Conference on Computer Graphics and Interactive Techniques, 2002
776 citations recorded by the source corpus.
Subfields: Computational Mechanics, Computer Graphics and Computer-Aided Design, Computer Vision and Pattern Recognition
View Paper: https://www.semanticscholar.org/paper/a6fd5071b73f542c79bd08d409c5f73de38dac5d
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computational Mechanics
- Sylvain Lefebvre
- Stephen James
- Andrew J. Davison
- Hugues Hoppe
- Robert B. Gramacy
- Herbert K. H. Lee
- Slobodan Ilic
- Sergey Zakharov
In Computer Graphics and Computer-Aided Design
- Sylvain Lefebvre
- Andrew J. Davison
- Hugues Hoppe
- Robert B. Gramacy
- Herbert K. H. Lee
- Sergey Zakharov
- Edward Johns
- Stephen James
In Computer Vision and Pattern Recognition
- Luc Van Gool
- Jitendra Malik
- Trevor Darrell
- Sergey Levine
- Xiaogang Wang
- Dacheng Tao
- Andrew Zisserman
- Ming-Hsuan Yang
Citations in the corpus
- AnoDDPM: Anomaly Detection with Denoising Diffusion Probabilistic Models using Simplex Noise (2022, methodology): “As a remedy, we investigate the utility of simplex noise [13]—a popular method in computer graphics—instead of Gaussian noise.”
- Transferring End-to-End Visuomotor Control from Simulation to Real World for a Multi-Stage Task (2017, methodology): “• We make use of Perlin noise [15] composed with functions (such as sine waves) to generate textures that are applied to the table and background of the scene.”
- Guided Attention Network for Object Detection and Counting on Drones (2019, methodology): “On the other hand, we use Perlin noise [22] to generate noise maps in Figure 4(b), and then revise the brightness via disturbance factor γ to synthesize cloudy and foggy images.”
- DeceptionNet: Network-Driven Domain Randomization (2019, methodology): “grounds, we have also used complex noise types for unguided randomization to make the comparison more fair (see Fig. 9). Apart from a uniform white noise, two additional noise types were used: Perlin [34] and cellular noises [54]. Sample frequencies were sampled from the Figure 7: Cropped LineMOD Ta”
- Visual equivalence: towards a new standard for image fidelity (2007, methodology): “G1-G3 were created by applying a scaled cube of Perlin noise [Perlin 2002] to the sphere mesh with cube sizes of { 8, 4, 2 } , which was judged to produce objects of roughly uniformly increasing “bumpiness”.”
- DeepLoco (2017, methodology): “A random path of uniform height is embedded into terrain generated using Perlin Noise [Perlin 2002].”
- A Survey of Procedural Noise Functions (2010, methodology): “In this survey we provide a unified view of both previous techniques (e.g., [Per85,Pea85,Lew89,PH89,vW91,Wor96,Per02]), and this more recent work.”
- Learning to Drive from Simulation without Real World Labels (2018, methodology): “ Figure 6 shows the urban simulated world. For each data collection run in the rural world, a single road was created using a piece-wise Bézier curve generated by sampling 1-dimensional Simplex noise [22]. The curvature of the road could be coarsely controlled using the frequency parameter of the no”
- Cases for the nugget in modeling computer experiments (2010, methodology): “…the f and g relationship might just as easily represent a function with chaotic behavior, which can happen in complex systems of differential equations, or the Perlin noise function (Perlin, 2002), which is a deterministic method of generating randomlooking smooth surfaces in computer graphics.”
- Reinforcement Planning: RL for optimal planners (2012, background): “Local variations in the physical parameters are drawn from a spatially coherent noise distribution [13].”
- Learning Rope Manipulation Policies Using Dense Object Descriptors Trained on Synthetic Depth Data (2020, methodology): “To model this in the simulated images, we randomly color pixels black along areas of high Laplacian gradient and edges detected with a Canny edge detector [1] on the rope along a Perlin noise mask [31].”
- Learning Ground Traversability From Simulations (2017, positive): “Each terrain is generated by summing multiple realizations of random 2D simplex noise [27] (a variant of Perlin noise [28] frequently adopted in the procedural generation literature [29]) with different periods.”
- Parallel controllable texture synthesis (2005, methodology): “One common approach to define a hash function is to fill a 1D texture table with random numbers, and apply successive permutations through this table using the input coordinates [e.g. Perlin 2002].”