Above The Noise
Edge|August 2017

Why the inventor of shaders is convinced that VR and AR are the future of reality

Above The Noise

Computer scientist Ken Perlin invented graphics technologies in the early 1980s that we take for granted in games today, including shaders and Perlin noise, an algorithm routinely used in procedural generation. With an ambition to make the digital medium more naturalistic, he became a professor and founder of institutes and labs in media and computer science at New York University, Now he’s deeply involved in developing mixedreality technologies, on which he’ll be delivering a keynote at the Develop conference in July.

What did you invent Perlin noise for?

I was at a company called MAGI and we worked on Tron in 1981. Tron was wonderful except for one thing. My inspiration for entering computer graphics had been seeing Fantasia, but Tron was clearly a very machine-like aesthetic, dictated by software limitations. I wanted to do things that could express nature, so I developed a number of techniques. One of them was the general purpose framework of running a computer program at every pixel, which we now call shaders. Running things like sine waves looked too regular, so I looked for a primitive that would allow me to insert controllable randomness. It’s similar to picking a paintbrush; the individual bristles will be in some random configuration but you know what’s going to happen when you paint with it.

Did you foresee all the kinds of ways those functions are used today?

هذه القصة مأخوذة من طبعة August 2017 من Edge.

ابدأ النسخة التجريبية المجانية من Magzter GOLD لمدة 7 أيام للوصول إلى آلاف القصص المتميزة المنسقة وأكثر من 8500 مجلة وصحيفة.

هذه القصة مأخوذة من طبعة August 2017 من Edge.

ابدأ النسخة التجريبية المجانية من Magzter GOLD لمدة 7 أيام للوصول إلى آلاف القصص المتميزة المنسقة وأكثر من 8500 مجلة وصحيفة.

المزيد من القصص من EDGE مشاهدة الكل
Bulwark: Falconeer Chronicles
Edge UK

Bulwark: Falconeer Chronicles

Anyone familiar with the concept of kitbashing is already halfway to understanding what Tomas Sala’s open-world builder is all about.

time-read
4 mins  |
June 2024
Children Of The Sun
Edge UK

Children Of The Sun

René Rother’s acrid revenge thriller – an action game with its limbs broken and forcibly rearranged into the shape of a spatial puzzler – is at once a bonafide original and an unlikely throwback. Cast your eyes right and you wouldn’t blink if we told you this was a forgotten Grasshopper Manufacture game from the early PS3 era (we won’t be at all surprised if this finds a spot on Suda51’s end-of-year list).

time-read
4 mins  |
June 2024
Post Script
Edge UK

Post Script

What does Rise Of The Ronin say for PS5 exclusivity?

time-read
3 mins  |
June 2024
Rise Of The Ronin
Edge UK

Rise Of The Ronin

Falling in battle simply switches control to the next person up, and then quick revive fixes everything

time-read
4 mins  |
June 2024
Post Script
Edge UK

Post Script

The pawn and the pandemic

time-read
4 mins  |
June 2024
Dragon's Dogma 2
Edge UK

Dragon's Dogma 2

The road from Vernworth to Bakbattahl is scenic but arduous. Ignore the dawdling mobs of goblins, and duck beneath the chanting harpies that circle on the currents overhead, and even moving at a hurried clip it is impossible for a party of four to complete the journey by nightfall.

time-read
6 mins  |
June 2024
BLUE MANCHU
Edge UK

BLUE MANCHU

How enforced early retirement eventually led Jonathan Chey back to System Shock

time-read
7 mins  |
June 2024
THE MAKING 0F.... AMERICAN ARCADIA
Edge UK

THE MAKING 0F.... AMERICAN ARCADIA

How a contrast of perspectives added extra layers to a side-scrolling platform game

time-read
8 mins  |
June 2024
COMING IN TO LAND
Edge UK

COMING IN TO LAND

The creator of Spelunky, plus a super-group of indie developers, have spent the best part of a decade making 50 games. Has the journey been worth it?

time-read
10+ mins  |
June 2024
VOID SOLS
Edge UK

VOID SOLS

This abstract indie Soulslike has some bright ideas

time-read
2 mins  |
June 2024