Scispace (Formerly Typeset)
  1. Home
  2. Topics
  3. Procedural texture
  4. 2007
  1. Home
  2. Topics
  3. Procedural texture
  4. 2007
Showing papers on "Procedural texture published in 2007"
Journal Article•10.1016/J.CAG.2007.04.001•
Technical Section: Automatic generation, texturing and population of a reflective real-time urban environment

[...]

R. G. Laycock1, G. Ryder1, Andy M. Day1•
University of East Anglia1
01 Aug 2007-Computers & Graphics
TL;DR: A novel technique is presented for representing a building facade's visual appearance in a large virtual urban environment, capable of generating both the terrain and buildings for a 500mx500m urban environment composed of over 120K triangles.

15 citations

Patent•
Systems and Methods of Reducing Anti-Aliasing in a Procedural Texture

[...]

Robert Brooks Van Horn1, Gregory Turk1•
Georgia Tech Research Institute1
9 Oct 2007
TL;DR: In this article, the authors provide systems and methods for reducing anti-aliasing in a procedural texture by creating a reduction map describing the texture as applied to an object, and querying the map for radiance of a pixel in the object.
Abstract: The disclosed embodiments provide systems and methods for reducing anti-aliasing in a procedural texture. One method includes creating a procedural reduction map describing the texture as applied to an object, and querying the map for radiance of a pixel in the object. One system includes memory and a processor. The processor is programmed, by the code stored in the memory, to create a procedural reduction map describing the texture as applied to an object, and query the map for radiance of a pixel in the object. One system includes means for creating a procedural reduction map describing the texture as applied to an object, and means for querying the map for radiance of a pixel in the object. The map includes a basis functions and a hierarchy of texels. Each texel includes basis weights and a surface normal distribution. Each basis weight corresponds to one of the basis functions.

7 citations

Proceedings Article•10.1145/1278780.1278878•
Player-driven procedural texturing

[...]

David (grue) DeBry1, Henry Goffin1, Chris Hecker1, Ocean Quigley1, Shalin Shodhan1, Andrew Willmott1 •
Electronic Arts1
5 Aug 2007
TL;DR: This work attempts to strike a balance between giving the player a full painting interface, and limiting them to simple compositions of preauthored textures in a player-driven procedural texturing system.
Abstract: In the video game Spore we make heavy use of player-driven procedural texturing. Our aim is to amplify the user's creativity by allowing them to control a powerful procedural texturing system. We attempt to strike a balance between giving the player a full painting interface (desirable for highly skilled artists, but tedious for others), and limiting them to simple compositions of preauthored textures. We solve this problem differently for our two model kinds: creatures, and buildings/vehicles.

5 citations

Implicit Procedural Textures as a means of saving texture memory

[...]

Joakim Lindqvist
1 Jan 2007
TL;DR: This thesis explores the possibility of exchanging regular textures with procedural textures and focuses on classic procedural textures like different types of rock and sand.
Abstract: This thesis explores the possibility of exchanging regular textures with procedural textures. It focuses on classic procedural textures like different types of rock and sand. Most time is spent ...
Dissertation•
Procedural reduction maps

[...]

Greg Turk1, R. Brooks Van Horn1•
Georgia Institute of Technology1
1 Jan 2007
TL;DR: A method that automatically creates an anti-aliased version of the procedural texture, which results in faster development time for writing procedural textures as well as higher visual fidelity and faster rendering.
Abstract: Procedural textures and image textures are commonplace in graphics today, finding uses in such places as animated movies and video games. Unlike image texture maps, procedural textures typically suffer from minification aliasing. Given a procedural texture on a surface, I present a method that automatically creates an anti-aliased version of the procedural texture. The new procedural texture maintains the original texture's details, but reduces minification aliasing artifacts. This new algorithm creates an image pyramid similar to MIP-Maps to represent the texture. Whereas a MIP-Map stores per-texel color, however, my texture hierarchy stores weighted sums of reflectance functions, allowing a wider-range of effects to be anti-aliased. The stored reflectance functions are automatically selected based on an analysis of the different functions found over the surface. When the texture is viewed at close range, the original texture is used, but as the texture footprint grows, the algorithm gradually replaces the texture's result with an anti-aliased one. This results in faster development time for writing procedural textures as well as higher visual fidelity and faster rendering.* *This dissertation is a compound document (contains both a paper copy and a CD as part of the dissertation). The CD requires the following system requirements: QuickTime.

Tools

SciSpace AgentBiomedical AgentSciSpace RecruitSciSpace for EnterpriseAgent GalleryChat with PDFLiterature ReviewAI WriterFind TopicsParaphraserCitation GeneratorExtract DataAI DetectorCitation Booster

Learn

ResourcesLive Workshops

SciSpace

CareersSupportBrowse PapersPricingSciSpace Affiliate ProgramCancellation & Refund PolicyTermsPrivacyData Sources

Directories

PapersTopicsJournalsAuthorsConferencesInstitutionsCitation StylesWriting templates

Extension & Apps

SciSpace Chrome ExtensionSciSpace Mobile App

Contact

support@scispace.com
SciSpace

© 2026 | PubGenius Inc. | Suite # 217 691 S Milpitas Blvd Milpitas CA 95035, USA

soc2
Secured by Delve