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SI3D
2003
ACM

Pattern based procedural textures

14 years 5 months ago
Pattern based procedural textures
Numerous real-time applications such computer games or flight simulators require non-repetitive high-resolution texturing on large landscapes. We propose an algorithm which procedurally determines the texture value at any surface location by aperiodically combining provided patterns according to user-defined controls such as a probability distribution (possibly non stationary). Our algorithm can be implemented on programmable hardware by taking advantage of the texture indirection ability of recent graphics boards. We use explicit and virtual indirection tables to determine the pattern to apply at each pixel as well as its attributes (displacement, scaling, time...). This provides the programmer with a very high resolution virtual texture with nice properties: Low memory consumption, no periodicity, control of the statistics, numerous control parameters (which can be edited on the fly)... Our representation consists of building blocks that we combine in order to illustrate various ...
Sylvain Lefebvre, Fabrice Neyret
Added 05 Jul 2010
Updated 05 Jul 2010
Type Conference
Year 2003
Where SI3D
Authors Sylvain Lefebvre, Fabrice Neyret
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