A method of generating stone wall patterns
SIGGRAPH '90 Proceedings of the 17th annual conference on Computer graphics and interactive techniques
Generating textures on arbitrary surfaces using reaction-diffusion
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
SIGGRAPH '92 Proceedings of the 19th annual conference on Computer graphics and interactive techniques
Bubble mesh: automated triangular meshing of non-manifold geometry by sphere packing
SMA '95 Proceedings of the third ACM symposium on Solid modeling and applications
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
Modeling and rendering of metallic patinas
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Modeling and rendering of weathered stone
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
LEDA: a platform for combinatorial and geometric computing
LEDA: a platform for combinatorial and geometric computing
Computer rendering of stochastic models
Communications of the ACM
Computer drafting of stones, wood, plant and ground materials
SIGGRAPH '79 Proceedings of the 6th annual conference on Computer graphics and interactive techniques
EGWR'99 Proceedings of the 10th Eurographics conference on Rendering
Digital Modeling of Material Appearance
Digital Modeling of Material Appearance
Procedural modeling of leather texture with structural elements
NPH'09 Proceedings of the Fifth Eurographics conference on Natural Phenomena
Hi-index | 0.00 |
This article presents a computational method for generating organic textures. The method first tessellates a region into a set of pseudo-Voronoi polygons using a particle model and then generates the detailed geometry of each of the polygons using Loop's subdivision surface with fractal noise. Unlike previous particle models-which are designed for creating hexagonal cell arrangements-this particle model can also create rectangular cell arrangements, often observed in organic textures. In either cell arrangement, the method lets a user control the anisotropy of the cell geometry and the directionality of the cell arrangements. A detailed 3D cell geometry is then created by adjusting a set of parameters that controls the cells' height and degree of skewing and tapering. A user can create various types of realistic looking organic textures by choosing a cell arrangement type, anisotropy, and directionality, along with the geometry control parameters.