Pattern-based texturing revisited
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
SODA '02 Proceedings of the thirteenth annual ACM-SIAM symposium on Discrete algorithms
Pattern based procedural textures
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Wang Tiles for image and texture generation
ACM SIGGRAPH 2003 Papers
Tile-based texture mapping on graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Synthesizing transition textures on succession patterns
GRAPHITE '05 Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia
Blend maps: enhanced terrain texturing
SAICSIT '06 Proceedings of the 2006 annual research conference of the South African institute of computer scientists and information technologists on IT research in developing countries
Advanced virtual texture topics
ACM SIGGRAPH 2008 Games
Texture Synthesis Based on Terrain Feature Recognition
CSSE '08 Proceedings of the 2008 International Conference on Computer Science and Software Engineering - Volume 02
Proceedings of the 2009 symposium on Interactive 3D graphics and games
A rule-based approach to 3D terrain generation via texture splatting
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
RiverLand: An Efficient Procedural Modeling System for Creating Realistic-Looking Terrains
ISVC '09 Proceedings of the 5th International Symposium on Advances in Visual Computing: Part I
Integrating procedural generation and manual editing of virtual worlds
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Feature-based probability blending
ACM SIGGRAPH ASIA 2010 Posters
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The use of linear interpolation to blend different terrain types with distinct features produces translucency artefacts that can detract from the realism of the scene. The approach presented in this paper addresses the feature agnosticism of linear blending and makes the distinction between features (bricks, cobble stone, etc.) and non-features (cement, mortar, etc.). Using the blend weights from Bloom's texture splatting, intermittent texture transitions are generated on the fly without the need for artistic intervention. Furthermore, feature shapes are modified dynamically to give the illusion of wear and tear, thus further reducing repetition and adding authenticity to the scene. The memory footprint is constant regardless of texture complexity and uses nearly eight times less texture memory when compared to tile-based texture mapping. The scalability and diversity of our approach can be tailored to a wide range of hardware and can utilize textures of any size and shape compared to the grid layout and memory limitations of tile-based texture mapping. Copyright © 2012 John Wiley & Sons, Ltd.