Stochastic sampling in computer graphics
ACM Transactions on Graphics (TOG)
Tilings and patterns
Digital halftoning
Generating antialiased images at low sampling densities
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
SIGGRAPH '89 Proceedings of the 16th annual conference on Computer graphics and interactive techniques
Spectrally optimal sampling for distribution ray tracing
Proceedings of the 18th 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
Hierarchical Poisson disk sampling distributions
Proceedings of the conference on Graphics interface '92
A cellular texture basis function
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
An aperiodic set of 13 Wang tiles
Discrete Mathematics
A small aperiodic set of Wang tiles
Discrete Mathematics
Realistic modeling and rendering of plant ecosystems
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
Andrew Glassner's notebook: recreational computer graphics
Andrew Glassner's notebook: recreational computer graphics
Antialiasing through stochastic sampling
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Solid texturing of complex surfaces
SIGGRAPH '85 Proceedings of the 12th 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 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Texturing and Modeling: A Procedural Approach
Texturing and Modeling: A Procedural Approach
Fast primitive distribution for illustration
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
VMV '01 Proceedings of the Vision Modeling and Visualization Conference 2001
Superquadrics with rational and irrational symmetry
SM '03 Proceedings of the eighth ACM symposium on Solid modeling and applications
Wang Tiles for image and texture generation
ACM SIGGRAPH 2003 Papers
Structured importance sampling of environment maps
ACM SIGGRAPH 2003 Papers
Efficient illumination by high dynamic range images
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Fast hierarchical importance sampling with blue noise properties
ACM SIGGRAPH 2004 Papers
Tile-based texture mapping on graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
A spatial data structure for fast Poisson-disk sample generation
ACM SIGGRAPH 2006 Papers
Recursive Wang tiles for real-time blue noise
ACM SIGGRAPH 2006 Papers
An alternative for Wang tiles: colored edges versus colored corners
ACM Transactions on Graphics (TOG)
Volume illustration using wang cubes
ACM Transactions on Graphics (TOG)
IEEE Transactions on Visualization and Computer Graphics
Parallel Poisson disk sampling
ACM SIGGRAPH 2008 papers
Tile-based methods for interactive applications
ACM SIGGRAPH 2008 classes
Graphical Models
Accurate multidimensional Poisson-disk sampling
ACM Transactions on Graphics (TOG)
Multi-class blue noise sampling
ACM SIGGRAPH 2010 papers
Parallel Poisson disk sampling with spectrum analysis on surfaces
ACM SIGGRAPH Asia 2010 papers
Anisotropic blue noise sampling
ACM SIGGRAPH Asia 2010 papers
Efficient maximal poisson-disk sampling
ACM SIGGRAPH 2011 papers
ACM SIGGRAPH 2011 papers
A Simple Algorithm for Maximal Poisson-Disk Sampling in High Dimensions
Computer Graphics Forum
Fast Generation of Approximate Blue Noise Point Sets
Computer Graphics Forum
Efficient computation of blue noise point sets through importance sampling
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
Multi-scale Assemblage for Procedural Texturing
Computer Graphics Forum
Terrain generation using procedural models based on hydrology
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Line segment sampling with blue-noise properties
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
PixelPie: maximal Poisson-disk sampling with rasterization
Proceedings of the 5th High-Performance Graphics Conference
On-the-fly multi-scale infinite texturing from example
ACM Transactions on Graphics (TOG)
Interactive by-example design of artistic packing layouts
ACM Transactions on Graphics (TOG)
A parallel algorithm for improving the maximal property of Poisson disk sampling
Computer-Aided Design
Generating pointillism paintings based on Seurat's color composition
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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In this article, we present a procedural object distribution function, a new texture basis function that distributes procedurally generated objects over a procedurally generated texture. The objects are distributed uniformly over the texture, and are guaranteed not to overlap. The scale, size, and orientation of the objects can be easily manipulated. The texture basis function is efficient to evaluate, and is suited for real-time applications. The new texturing primitive we present extends the range of textures that can be generated procedurally.The procedural object distribution function we propose is based on Poisson disk tiles and a direct stochastic tiling algorithm for Wang tiles. Poisson disk tiles are square tiles filled with a precomputed set of Poisson disk distributed points, inspired by Wang tiles. A single set of Poisson disk tiles enables the real-time generation of an infinite amount of Poisson disk distributions of arbitrary size. With the direct stochastic tiling algorithm, these Poisson disk distributions can be evaluated locally, at any position in the Euclidean plane.Poisson disk tiles and the direct stochastic tiling algorithm have many other applications in computer graphics. We briefly explore applications in object distribution, primitive distribution for illustration, and environment map sampling.