Algorithms for solid noise synthesis
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Texturing and modeling: a procedural approach
Texturing and modeling: a procedural approach
A cellular texture basis function
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Pattern-based texturing revisited
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Painting and rendering textures on unparameterized models
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Texture sprites: texture elements splatted on surfaces
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Tile-based texture mapping on graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Parallel controllable texture synthesis
ACM SIGGRAPH 2005 Papers
Real-time texture-mapped vector glyphs
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
ACM SIGGRAPH 2006 Papers
An alternative for Wang tiles: colored edges versus colored corners
ACM Transactions on Graphics (TOG)
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
Part IV: runtime texture synthesis
ACM SIGGRAPH 2007 courses
Parallel white noise generation on a GPU via cryptographic hash
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Tile-based methods for interactive applications
ACM SIGGRAPH 2008 classes
Efficient texture synthesis using strict Wang Tiles
Graphical Models
Inference-based procedural modeling of solids
Computer-Aided Design
CSCWD'05 Proceedings of the 9th international conference on Computer Supported Cooperative Work in Design II
Feature-based probabilistic texture blending with feature variations for terrains
Computer Animation and Virtual Worlds
Semi-stochastic tilings for example-based texture synthesis
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Short paper: acquisition and management of building materials for VR applications
EGVE - JVRC'11 Proceedings of the 17th Eurographics conference on Virtual Environments & Third Joint Virtual Reality
Procedural content generation for games: A survey
ACM Transactions on Multimedia Computing, Communications, and Applications (TOMCCAP)
Simple and efficient example-based texture synthesis using tiling and deformation
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Generating knitting patterns from a sketch: a CSP approach
Proceedings of the Symposium on Computational Aesthetics
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Numerous real-time applications such computer games or flight simulators require non-repetitive high-resolution texturing on large landscapes. We propose an algorithm which procedurally determines the texture value at any surface location by aperiodically combining provided patterns according to user-defined controls such as a probability distribution (possibly non stationary). Our algorithm can be implemented on programmable hardware by taking advantage of the texture indirection ability of recent graphics boards. We use explicit and virtual indirection tables to determine the pattern to apply at each pixel as well as its attributes (displacement, scaling, time...). This provides the programmer with a very high resolution virtual texture with nice properties: Low memory consumption, no periodicity, control of the statistics, numerous control parameters (which can be edited on the fly). Our representation consists of building blocks that we combine in order to illustrate various convenient texture modalities such as aperiodic tiling, sparse convolution, domain transitions and animated textures.