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 older 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. But also:
NEW! 2024 the course book below will be replaced or complemented by new material, tentatively named “Noise is beautiful”, covering the most important parts in a compact way. It is written by myself and Stefan Gustavson, who is finally back on part-time. Since this material is so new, corrections and additions are bound to occur during the course. Here it is:
New course book (preliminary, incomplete first version 2024-11-03)
Part 1 by Stefan Gustavson
Part 2 by Ingemar Ragnemalm
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 noise and procedural generation.
State of the Art in Procedural Noise Functions. 2010, so not new but still a valuable overview.
Stefan’s PRSDnoise on github with gallery and tutorials
More to be added here.
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:
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, especially anti-aliasing.
Ken Perlin's original article on Perlin noise from 1985. Old but it started here!