A cellular texture basis function
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Feature-based cellular texturing for architectural models
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Worley cellular textures in Sh
SIGGRAPH '04 ACM SIGGRAPH 2004 Posters
Procedural modeling of medieval castles
SIGGRAPH '05 ACM SIGGRAPH 2005 Posters
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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].