Algorithms for solid noise synthesis
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Spot noise texture synthesis for data visualization
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
A cellular texture basis function
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Approximate and probabilistic algorithms for shading and rendering structured particle systems
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Computer rendering of stochastic models
Communications of the ACM
Texturing and Modeling
Towards real-time texture synthesis with the jump map
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Wang Tiles for image and texture generation
ACM SIGGRAPH 2003 Papers
Texture sprites: texture elements splatted on surfaces
Proceedings of the 2005 symposium on Interactive 3D graphics and games
SCAPE: shape completion and animation of people
ACM SIGGRAPH 2005 Papers
A procedural object distribution function
ACM Transactions on Graphics (TOG)
Real-time structured texture synthesis and editing using image-mesh analogies
The Visual Computer: International Journal of Computer Graphics
Generating vast varieties of realistic leaves with parametric 2Gmap L-systems
The Visual Computer: International Journal of Computer Graphics
Procedural noise using sparse Gabor convolution
ACM SIGGRAPH 2009 papers
Digital Modeling of Material Appearance
Digital Modeling of Material Appearance
Technical Section: Procedural isotropic stochastic textures by example
Computers and Graphics
Render-time procedural per-pixel geometry generation
Proceedings of Graphics Interface 2011
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Computer Graphics Forum
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A procedural pattern generation process, called multi-scale “assemblage” is introduced. An assemblage is defined as a multi-scale composition of “multi-variate” statistical figures, that can be kernel functions for defining noise-like texture basis functions, or that can be patterns for defining structured procedural textures. This paper presents two main contributions: 1) a new procedural random point distribution function, that, unlike point jittering, allow us to take into account some spatial dependencies among figures and 2) a “multi-variate” approach that, instead of defining finite sets of constant figures, allows us to generate nearly infinite variations of figures on-the-fly. For both, we use a “statistical shape model”, which is a representation of shape variations. Thanks to a direct GPU implementation, assemblage textures can be used to generate new classes of procedural textures for real-time rendering by preserving all characteristics of usual procedural textures, namely: infinity, definition independency (provided the figures are also definition independent) and extreme compactness. © 2012 Wiley Periodicals, Inc.