Simple cellular texturing for medieval castles

  • Authors:
  • Brett Hall;Geoffrey Matthew

  • Affiliations:
  • Western Washington University, Bellingham, WA;Western Washington University, Bellingham, WA

  • Venue:
  • ACM SIGGRAPH 2007 posters
  • Year:
  • 2007

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Abstract

Procedurally generated 3d models and textures are becoming ever more important for content-hungry applications such as video games. Previously we reported on procedurally generating medieval castle models from landscape specifications [Colyar and Matthews 2005]. For texturing these castles a Worley cellular texture [Worley 1996] is natural, as each cell in the tesselation can represent a single stone. It has the advantage over 2d textures in that for stones going around complex corners, such as at the crenellations and machicolations surmounting a castle wall, the textures on all sides of the geometry match up [Legakis et al. 2001].