1. What are the contributions mentioned in the paper "Multi-scale assemblage for procedural texturing" ?
This paper presents two main contributions: 1 ) a new procedural random point distribution function, that, unlike point jittering, allow us to take into account some spatial dependencies among figures and 2 ) a “ multi-variate ” approach that, instead of defining finite sets of constant figures, allows us to generate nearly infinite variations of figures on-the-fly.. For both, the authors use a “ statistical shape model ”, which is a representation of shape variations.
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2. What are the future works mentioned in the paper "Multi-scale assemblage for procedural texturing" ?
Another future work will consist in extending their 2D assemblage technique to the 3D case, so as to be able to edit procedural solid textures.
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3. How can the authors define complex natural textures?
As for classical bombing, complex natural textures can be defined by using textured polygons instead of kernel functions (which are rather used to define resolution independent texture basis functions).
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4. What is the condition for a periodic tessellation of the plane?
The only condition is that the set of cells forms a periodic rectilinear tessellation of the plane, i.e. there are no gaps and no overlaps between cells.
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![Figure 8: Comparing classical noise patterns (a) with our new noise patterns (b). For the classical noises of (a) we used point jittering [LLDD09] (left column) and Poissondisk distributions [LD05] (right column).](/figures/figure-8-comparing-classical-noise-patterns-a-with-our-new-2jw6nus8.png)


