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  3. Procedural texture
  4. 2008
Showing papers on "Procedural texture published in 2008"
Journal Article•10.1016/J.GMOD.2008.04.001•
Stable and controllable noise

[...]

Jong-Chul Yoon1, In-Kwon Lee1•
Yonsei University1
01 Sep 2008-Graphical Models \/graphical Models and Image Processing \/computer Vision, Graphics, and Image Processing
TL;DR: A stable noise function with controllable properties is introduced and statistical tools for measuring the stability of a random number table with user constraints within an optimization procedure are integrated to create a controlledrandom number table which nevertheless has a uniform random distribution, no periodicity, and a band-limited property.
Abstract: We introduce a stable noise function with controllable properties. The well-known Perlin noise function is generated by interpolation of a pre-defined random number table. This table must be modified if user-defined constraints are to be satisfied, but modification can destroy the stability of the table. We integrate statistical tools for measuring the stability of a random number table with user constraints within an optimization procedure, so as to create a controlled random number table which nevertheless has a uniform random distribution, no periodicity, and a band-limited property.

9 citations

Journal Article•
A LOD Terrain Rendering Algorithm based on Quad-tree

[...]

Zhou Zhong1•
Beihang University1
01 Jan 2008-Computer Simulation
TL;DR: A LOD(Level of Detail) terrain rendering algorithm based on quad-tree was proposed and multi-resolution terrain mesh rendering was realized, proving that the algorithm is better than Lindstrom's in space, efficiency and reality.
Abstract: In order to solve the problem of high ram space cost and low efficiency in outdoor scenery rendering in 3D games, a LOD(Level of Detail) terrain rendering algorithm based on quad-tree was proposed and multi-resolution terrain mesh rendering was realized.A method of quad-tree grid was used which stored sharing vertexes exclusively.The technique of procedural texture synthesis was applied into multi-texture mapping to simulate the real terrain effect including various physiognomies.Experimental results proved that the algorithm is better than Lindstrom's in space,efficiency and reality.

1 citations

Proceedings Article•10.1145/1921264.1921278•
Modeling aventurescent gems with procedural textures

[...]

Andrea Weidlich1, Alex Wilkie2•
Vienna University of Technology1, Goldsmiths, University of London2
21 Apr 2008
TL;DR: An investigation on how one can model aventurescence, an interesting and optically appealing property of some gemstones, finds a method that is both efficient and reasonably realistic, and that can still be used in the context of a global illumination rendering system.
Abstract: In this paper we present the results of an investigation on how one can model aventurescence, an interesting and optically appealing property of some gemstones. Our goal was to find a method that is both efficient and reasonably realistic, and that can still be used in the context of a global illumination rendering system.

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