Managing geometric complexity with enhanced procedural models
SIGGRAPH '86 Proceedings of the 13th annual conference on Computer graphics and interactive techniques
Tilings and patterns
A method of generating stone wall patterns
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Pyramid-based texture analysis/synthesis
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
SIGGRAPH '95 Proceedings of the 22nd 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
Multiresolution sampling procedure for analysis and synthesis of texture images
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Computer-generated floral ornament
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Tangible interaction + graphical interpretation: a new approach to 3D modeling
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Computer drafting of stones, wood, plant and ground materials
SIGGRAPH '79 Proceedings of the 6th annual conference on Computer graphics and interactive techniques
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
A procedural approach to authoring solid models
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
ACM SIGGRAPH 2003 Papers
Jump map-based interactive texture synthesis
ACM Transactions on Graphics (TOG)
Dispersion Simulation and Visualization For Urban Security
VIS '04 Proceedings of the conference on Visualization '04
Similarity-based surface modelling using geodesic fans
Proceedings of the 2004 Eurographics/ACM SIGGRAPH symposium on Geometry processing
Procedural modeling of buildings
ACM SIGGRAPH 2006 Papers
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Style Grammars for Interactive Visualization of Architecture
IEEE Transactions on Visualization and Computer Graphics
Image-based procedural modeling of facades
ACM SIGGRAPH 2007 papers
Simple cellular texturing for medieval castles
ACM SIGGRAPH 2007 posters
State of the art in modeling and rendering
ACM SIGGRAPH 2007 courses
Interactive procedural street modeling
ACM SIGGRAPH 2008 papers
Light and materials in virtual cities
ACM SIGGRAPH 2008 classes
ACM SIGGRAPH Asia 2008 papers
Constraint-based model synthesis
2009 SIAM/ACM Joint Conference on Geometric and Physical Modeling
Proceedings of the 2010 ACM SIGGRAPH symposium on Interactive 3D Graphics and Games
By-example synthesis of architectural textures
ACM SIGGRAPH 2010 papers
Computer-generated residential building layouts
ACM SIGGRAPH Asia 2010 papers
Interactive architectural modeling with procedural extrusions
ACM Transactions on Graphics (TOG)
Component-based modeling of complete buildings
Proceedings of Graphics Interface 2011
Survey and practice of 3d city modeling
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
Granular material deposition for simulation and texturing
AMDO'12 Proceedings of the 7th international conference on Articulated Motion and Deformable Objects
Populating ancient pompeii with crowds of virtual romans
VAST'07 Proceedings of the 8th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
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Cellular patterns are all around us, in masonry, tiling, shingles, and many other materials. Such patterns, especially in architectural settings, are influenced by geometric features of the underlying shape. Bricks turn corners, stones frame windows and doorways, and patterns on disconnected portions of a building align to achieve a particular aesthetic goal. We present a strategy for feature-based cellular texturing, where the resulting texture is derived from both patterns of cells and the geometry to which they are applied. As part of this strategy, we perform texturing operations on features in a well-defined order that simplifies the interdependence between cells of adjacent patterns. Occupancy maps are used to indicate which regions of a feature are already occupied by cells of its neighbors, and which regions remain to be textured. We also introduce the notion of a pattern generator — the cellular texturing analogy of a shader used in local illumination — and show how several can be used together to build complex textures. We present results obtained with an implementation of this strategy and discuss details of some example pattern generators.