Literature

Main course book:

Texturing and Modeling: A Procedural Approach (third edition)
Ebert, Musgrave, Peachey, Perlin, Worley
Morgan Kaufmann Publishers, 2003
ISBN 1-55860-848-6

Unfortunately, this book is out of print but it is possible to find it on-line. Just make sure that you don’t pay money for an old version, which Stefan warned about on his page (which means that it was available in 2019, and may still be). I will discuss this further on the first lecture.

Other important reading:

Stefan’s text on Simplex noise, “Simplex noise demystified”. Mandatory!

The book of shaders. A sadly incomplete online “book” with some good and very interesting chapters on procedural generation.

State of the Art in Procedural Noise Functions. 2010, so not new but still a valuable overview.

PFNP chapter 9, “Creating natural shapes”, a brief overview of fractal and noise methods including diamond-square.


Stefan’s repetition material.

Graphics hardware (PDF, repetition from MT years 1-2)

A mental model of a GPU (PDF, repetition from MT years 1-2)

and mine:

PFNP chapters 2-7, 10.


Curiosities:

Stefan’s text on halftoning with GLSL. Stefan’s earlier research meets GLSL. Its main relevance for this course is as examples of writing shaders.

Ken Perlin's original article on Perlin noise from 1985. Old but it started here!


© Ingemar Ragnemalm 2021