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  3. Procedural texture
  4. 2001
Showing papers on "Procedural texture published in 2001"
Proceedings Article•10.1145/383259.383300•
Surface splatting

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Matthias Zwicker1, Hanspeter Pfister, Jeroen van Baar, Markus Gross1•
ETH Zurich1
1 Aug 2001
TL;DR: A point rendering and texture filtering technique called surface splatting which directly renders opaque and transparent surfaces from point clouds without connectivity based on a novel screen space formulation of the Elliptical Weighted Average (EWA) filter is described.
Abstract: Modern laser range and optical scanners need rendering techniques that can handle millions of points with high resolution textures. This paper describes a point rendering and texture filtering technique called surface splatting which directly renders opaque and transparent surfaces from point clouds without connectivity. It is based on a novel screen space formulation of the Elliptical Weighted Average (EWA) filter. Our rigorous mathematical analysis extends the texture resampling framework of Heckbert to irregularly spaced point samples. To render the points, we develop a surface splat primitive that implements the screen space EWA filter. Moreover, we show how to optimally sample image and procedural textures to irregular point data during pre-processing. We also compare the optimal algorithm with a more efficient view-independent EWA pre-filter. Surface splatting makes the benefits of EWA texture filtering available to point-based rendering. It provides high quality anisotropic texture filtering, hidden surface removal, edge anti-aliasing, and order-independent transparency.

821 citations

Creating continuous design spaces for interactive genetic algorithms with layered, correlated, pattern functions

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Rick Parent1, Matthew Lewis1•
Ohio State University1
1 Jan 2001
TL;DR: Continuous pattern functions are defined in order to produce a wide range of patterns and forms for generating images and surfaces that enables greater visual diversity and control of visual attributes than has previously been demonstrated in IED image systems.
Abstract: Interactive evolutionary design (IED) is a design paradigm that can be used to generate computer graphics content by means of artificial evolution. Traditional evolutionary design research relies on objectively computable fitness functions to evaluate the quality of individuals in a population of potential solutions to a design problem. IED systems rely instead on subjective judgment to determine fitness. Most implementations of IED systems demonstrate significant signature. The term signature refers to the lack of visual diversity in the populations and individuals generated by IED systems. Signature is primarily the result of the solution space representation. Frequently, primitives and techniques are used which are not sufficiently general, or are biased towards specific visual qualities. In practice, such systems are only able to access a small region of a problem domain's ideal potential solution space. Alternatively, too general a representation is used, resulting in the need to search too large a region of solution space. This makes it impractical for an interactive system to be used to find fit individuals. One of the most common uses of IED is the generation of nonrepresentational images, usually either for artistic purposes or for use as textures or surface shaders. Focusing on this problem domain, continuous pattern functions are introduced and used as a new genetic primitive in an evolutionary design context. Abstracted from pattern based procedural texturing techniques, continuous pattern functions are defined in order to produce a wide range of patterns and forms for generating images and surfaces. Their flexibility enables greater visual diversity and control of visual attributes than has previously been demonstrated in IED image systems. Formal graphic design knowledge is integrated into continuous pattern functions to further increase the visual diversity of generated populations. Finally, layer-based cloning methods are introduced to address the “synchronization problem” of smoothly facilitating feature correlation.

10 citations

Proceedings Article•10.1109/PCCGA.2001.962892•
Advecting procedural textures for 2D flow animation

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D. Kao1, Alex Pang2•
Ames Research Center1, University of California, Santa Cruz2
16 Oct 2001
TL;DR: The paper proposes the use of specially generated 3D procedural textures for visualizing steady state 2D flow fields using the flow field to advect and animate the texture over time.
Abstract: The paper proposes the use of specially generated 3D procedural textures for visualizing steady state 2D flow fields. We use the flow field to advect and animate the texture over time. However, using standard texture advection techniques and arbitrary textures will introduce some undesirable effects such as: (a) expanding texture from a critical source point, (b) streaking pattern from the boundary of the flow field, (c) crowding of advected textures near an attracting spiral or sink, and (d) absent or lack of textures in some regions of the flow. The paper proposes a number of strategies to solve these problems. We demonstrate how the technique works using both synthetic data and computational fluid dynamics data.

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