Coherent noise for non-photorealistic rendering

A wide variety of non-photorealistic rendering techniques make use of random variation in the placement or appearance of primitives. In order to avoid the "shower-door" effect, this random variation should move with the objects in the scene. Here we present coherent noise tailored to this purpose. We compute the coherent noise with a specialized filter that uses the depth and velocity fields of a source sequence. The computation is fast and suitable for interactive applications like games.

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