Mixed Precision GPU Noise with HLSL

I posted an article a while back, entitled Very Fast, High-Precision SIMD/GPU Gradient Noise, where I outlined a technique for achieving double-resolution noise at speeds close to that when using float arithmetic. The key observation was that floor could be used on cell boundaries to mask off the ranges that require double arithmetic, allowing the bulk of the work to use float arithmetic.

   noise, gpu

Very Fast, High-Precision SIMD/GPU Gradient Noise

A recently published article by Inigo Quilez on Voronoi Edges highlights the technique of shifting the co-ordinate frame of procedural algorithms to improve precision. This is a really important little trick that I felt was worth reviewing, as it provides huge benefits to world generation at a planetary scale.