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
Spectrally optimal sampling for distribution ray tracing
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
Pyramid-based texture analysis/synthesis
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
An aperiodic set of 13 Wang tiles
Discrete Mathematics
Multiresolution sampling procedure for analysis and synthesis of texture images
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
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
Fast texture synthesis using tree-structured vector quantization
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Image quilting for texture synthesis and transfer
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Real-time texture synthesis by patch-based sampling
ACM Transactions on Graphics (TOG)
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
Pattern based procedural textures
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
VMV '01 Proceedings of the Vision Modeling and Visualization Conference 2001
Texture Synthesis by Non-Parametric Sampling
ICCV '99 Proceedings of the International Conference on Computer Vision-Volume 2 - Volume 2
Graphcut textures: image and video synthesis using graph cuts
ACM SIGGRAPH 2003 Papers
Wang Tiles for image and texture generation
ACM SIGGRAPH 2003 Papers
Near-regular texture analysis and manipulation
ACM SIGGRAPH 2004 Papers
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
Texture optimization for example-based synthesis
ACM SIGGRAPH 2005 Papers
A procedural object distribution function
ACM Transactions on Graphics (TOG)
Generating an /spl omega/-tile set for texture synthesis
CGI '05 Proceedings of the Computer Graphics International 2005
Texture tiling on arbitrary topological surfaces using wang tiles
EGSR'05 Proceedings of the Sixteenth Eurographics conference on Rendering Techniques
ACM SIGGRAPH 2007 papers
Parallel white noise generation on a GPU via cryptographic hash
Proceedings of the 2008 symposium on Interactive 3D graphics and games
Parallel Poisson disk sampling
ACM SIGGRAPH 2008 papers
Direct sampling on surfaces for high quality remeshing
Proceedings of the 2008 ACM symposium on Solid and physical modeling
Tile-based methods for interactive applications
ACM SIGGRAPH 2008 classes
Graphical Models
Capacity-constrained point distributions: a variant of Lloyd's method
ACM SIGGRAPH 2009 papers
Direct sampling on surfaces for high quality remeshing
Computer Aided Geometric Design
Accurate multidimensional Poisson-disk sampling
ACM Transactions on Graphics (TOG)
Multi-class blue noise sampling
ACM SIGGRAPH 2010 papers
Anisotropic blue noise sampling
ACM SIGGRAPH Asia 2010 papers
Point sampling with general noise spectrum
ACM Transactions on Graphics (TOG) - SIGGRAPH 2012 Conference Proceedings
Parallel Blue-noise Sampling by Constrained Farthest Point Optimization
Computer Graphics Forum
Blue noise through optimal transport
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Deterministic importance sampling with error diffusion
EGSR'09 Proceedings of the Twentieth Eurographics conference on Rendering
Semi-stochastic tilings for example-based texture synthesis
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Multi-Class Anisotropic Electrostatic Halftoning
Computer Graphics Forum
Simple and efficient example-based texture synthesis using tiling and deformation
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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)
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In this article we revisit the concept of Wang tiles and introduce corner tiles, square tiles with colored corners. During past years, Wang tiles have become a valuable tool in computer graphics. Important applications of Wang tiles include texture synthesis, tile-based texture mapping, and generating Poisson disk distributions. Through their colored edges, Wang tiles enforce continuity with their direct neighbors. However, Wang tiles do not directly constrain their diagonal neighbors. This leads to continuity problems near tile corners, a problem commonly known as the corner problem. Corner tiles, on the other hand, do impose restrictions on their diagonal neighbors, and thus are not subject to the corner problem. In this article we show that previous applications of Wang tiles can also be done using corner tiles, but that corner tiles have distinct advantages for each of these applications. Compared to Wang tiles, corner tiles are easier to tile, textures synthesized with corner tiles contain more samples from the original texture, corner tiles reduce the required texture memory by a factor of two for tile-based texture mapping, and Poisson disk distributions generated with corner tiles have better spectral properties. Corner tiles result in cleaner, simpler, and more efficient applications.