TL;DR: Actively procedural textures constitute a powerful drawing tool that can be used in a multiresolution paint system and provide a mechanism to generate an infinite amount of detail with a simple and compact representation.
Abstract: We present actively procedural multiresolution paint textures. Texture elements may be linearly combined to create complex composite textures that continue to refine themselves when viewed at successively greater magnification. Actively procedural textures constitute a powerful drawing tool that can be used in a multiresolution paint system. They provide a mechanism to generate an infinite amount of detail with a simple and compact representation. We give several examples of procedural textures and show how to create different painting effects with them.
TL;DR: A new and effective procedural texture generation approach using the traits of iteration behavior to synthesize the texture patterns of a butterfly wing realistically is proposed.
Abstract: The texture pattern of abutterfly wing is very complicated but beautiful. We propose a new and effective procedural texture generation approach using the traits of iteration behavior to synthesize the texture patterns of a butterfly wing realistically. Based on the traits of the iteration process, the graphical behaviors near and between attractive fixed points can model the pattern ofeyelike spots andriverlike bands, respectively. Some realistic wing patterns are presented to show the effectiveness of this method.
TL;DR: This work is able to create remarkably lifelike, responsively animated characters in real time usingythmic and stochastic noise functions to conveying just the "texture" of motion to avoid computation of dynamics and constraint solvers.
Abstract: Building on principles from prior work on procedural texture synthesis (K. Perlin, 1985), we are able to create remarkably lifelike, responsively animated characters in real time. Rhythmic and stochastic noise functions are used to define time varying parameters that drive computer generated puppets. Because we are conveying just the "texture" of motion, we are able to avoid computation of dynamics and constraint solvers. The subjective impression of dynamics and other subtle influences on motion can be conveyed with great visual realism by properly tuned expressions containing pseudo random noise functions. For example, we can make a character appear to be dynamically balancing herself, to appear nervous, or to be gesturing in a particular way. Each move has an internal rhythm, and transitions between moves are temporally constrained so that "impossible" transitions are precluded. For example, if while the character is walking we specify a dance turn, the character will always step into the turn onto the correct weight bearing foot. An operator can make a character perform a properly connected sequence of actions, while conveying particular moods and attitudes, merely by pushing buttons at a high level. Potential uses of such high level "textural" approaches to computer graphic simulation include role playing games, simulated conferences, "clip animation", graphical front ends for MUDs, and synthetic performances. >