Journal Article10.1007/S00371-011-0615-6
Geodesic-driven visual effects over complex surfaces
Guilherme N. Oliveira,Rafael P. Torchelsen,João Luiz Dihl Comba,Marcelo Walter,Rui M. Bastos +4 more
- 01 Oct 2011
- Vol. 27, Iss: 10, pp 917-928
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TL;DR: GeoTextures is described, an approach that uses geodesic distance fields defined from multiple sources at different locations over a model surface to place, advect, and combine procedural visual effects over complex surfaces.
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Abstract: Texture mapping is an important technique for adding visual details to geometric models. Image-based texture mapping is the most popular approach, but it relies on pre-computed images which often limit their use to static effects. For adding dynamic effects, procedural-based texturing is more adequate. Since it rely on functions to describe texturing patterns, procedural texturing allows for a more compact representation and control of visual effects by a simple change of parameters. In this work we describe GeoTextures, an approach that uses geodesic distance fields defined from multiple sources at different locations over a model surface to place, advect, and combine procedural visual effects over complex surfaces. The use of geodesics extends the scope of common procedural textures which are usually limited to using spatial 3D coordinates or 2D texture coordinates. We illustrate the flexibility of our real-time approach with a range of visual effects, such as time-based propagation of weathering phenomena, transparency effects, and mesh displacement over surfaces with smooth silhouettes using hardware based tessellation available in current graphics cards.
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Citations
A minimalistic approach for fast computation of geodesic distances on triangular meshes
Luciano Arnaldo Romero Calla,Luciano Arnaldo Romero Calla,Luciano Arnaldo Romero Calla,Lizeth J. Fuentes Perez,Lizeth J. Fuentes Perez,Lizeth J. Fuentes Perez,Anselmo Montenegro +6 more
TL;DR: In this article, the authors present a parallel front propagation-based algorithm to compute approximate geodesic distances on meshes, which does not require any heavy pre-processing and can be implemented on GPUs.
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