Wavelet noise is a better alternative to Perlin noise for creating natural-looking textures in 3D graphics. It overcomes problems such as loss of detail and aliasing, and allows for finer control over the shape of the spectrum. Developed by Tony DeRose and Robert L. Cook at Pixar Animation Studios, it is optimally band-limited and allows for a great deal of detail with very little aliasing.
Wavelet noise is a pioneering function that is applied in three-dimensional computer graphics. When graphic artists create three-dimensional textures, they face problems such as loss of detail and aliasing with existing noise features. Wavelet noise functions overcome these problems and allow texturers to create more realistic textures. It was developed by Tony DeRose and Robert L. Cook at Pixar Animation Studios, who published an article on the subject.
Creating three-dimensional textures or visual elements in computer graphics involves the use of noise functions. Realistic looking smoke, clouds and fire are a challenge to create within a three dimensional computer generated environment. The most popular noise function used is called Perlin noise and was developed by Ken Perlin. First used to create spectacular visual effects in the 1982 film Tron, Perlin won an Academy Award from the Academy of Motion Picture Arts and Sciences for his contributions.
The Perlin noise feature is an industry standard and allows visual effects artists to create natural-looking synthetic textures. However, it suffers from some very specific problems. At high spatial frequencies, the image loses much detail and appears artificial, especially when distant objects such as the horizon are represented. Aliasing is also an issue; causes distortions in the image or texture. Loss of detail versus aliasing are critical issues that become very apparent when three-dimensional noise is used to texture a two-dimensional surface within the graphics industry.
Band attenuation to reduce aliasing effects leads to other undesirable consequences. When zooming in on a scene, texture details show up later than the geometry and both elements don’t appear to be tied together. The texture also fades away in a way that feels totally artificial. A method called spare convolution has tried to address these problems but hasn’t completely solved them.
Wavelet noise functions avoid all these problems. They are an alternative to using Perlin noise functions to create natural looking textures in 3D graphics. Fairly easy to implement, it allows visual effects creators to use three-dimensional wavelet noise to texture a two-dimensional surface quite well because it is optimally band-limited.
It allows for orthogonal bands and allows for finer control over the shape of the spectrum. The noise generated is completely bandwidth limited, allowing you to create a great deal of detail with very little aliasing. The wavelet noise function allows you to easily create a noise function with a stiff frequency cutoff.
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