| dc.contributor.author | Romaniuk, O. N. | en |
| dc.contributor.author | Savelko, R. O. | en |
| dc.contributor.author | Романюк, О. Н. | en |
| dc.date.accessioned | 2026-03-23T08:50:12Z | |
| dc.date.available | 2026-03-23T08:50:12Z | |
| dc.date.issued | 2026 | |
| dc.identifier.citation | Romaniuk O. N., Savelko R. O. Using perlin noise to create dynamic textures in 3d scenesadvanced top technology // Advanced top technology. Electronic text data. 2026. № 18. Р. 57-58. | en |
| dc.identifier.issn | 3041-1998 | |
| dc.identifier.uri | https://ir.lib.vntu.edu.ua//handle/123456789/50924 | |
| dc.description.abstract | This paper explores the application of Ken Perlin`s Perlin noise as an efficient procedural method for generating dynamic water and fire textures in 3D scenes. The study analyzes the mathematical foundations of gradient noise, its interpolation mechanisms, and its practical implementation in height mapping, normal mapping, and volumetric texture generation to achieve visually realistic effects without computationally expensive physical simulation. The results demonstrate that noise-based approaches provide a balanced compromise between visual fidelity and performance, making them suitable for real-time rendering systems while maintaining scalability and memory efficiency. | en |
| dc.language.iso | en_US | en_US |
| dc.publisher | Новий курс | uk |
| dc.relation.ispartof | Advanced top technology. Electronic text data. № 18 : 57-58. | en |
| dc.subject | perlin noise | en |
| dc.subject | create dynamic textures | en |
| dc.subject | 3d scenes | en |
| dc.title | Using perlin noise to create dynamic textures in 3d scenes | en |
| dc.type | Article, professional foreign edition | |
| dc.type | Article | |
| dc.identifier.udc | 004.92 | |
| dc.identifier.doi | http://doi.org/10.61718/att | |
| dc.identifier.orcid | https://orcid.org/0000-0002-2245-3364 | |