TL;DR: This paper shows that a slicing approach is required to preserve continuity across sharp edges, and presents a new noise function that supports anisotropic filtering of sliced solid noise, which is made possible by individually filtering the slices of Gabor kernels.
Abstract: Solid noise is a fundamental tool in computer graphics. Surprisingly, no existing noise function supports both high-quality antialiasing and continuity across sharp edges. In this paper we show that a slicing approach is required to preserve continuity across sharp edges, and we present a new noise function that supports anisotropic filtering of sliced solid noise. This is made possible by individually filtering the slices of Gabor kernels, which requires the proper treatment of phase. This in turn leads to the introduction of the phase-augmented Gabor kernel and random-phase Gabor noise, our new noise function. We demonstrate that our new noise function supports both high-quality anti-aliasing and continuity across sharp edges, as well as anisotropy.
TL;DR: In this paper, the authors show that no existing noise function supports both high-quality antialiasing and continuity across sharp edges, and they propose a new noise function that does both.
Abstract: Solid noise is a fundamental tool in computer graphics. Surprisingly, no existing noise function supports both high-quality antialiasing and continuity across sharp edges. In this paper we show tha...
TL;DR: In this article, a system for editing and generating procedural textures is described, including at least one microprocessor, a memory, and a list of instructions, and enabling textures to be edited in a procedural format and generated from the edited procedural data in a raster format.
Abstract: The invention relates to a system for editing and generating procedural textures, including at least one microprocessor, a memory, and a list of instructions, and enabling textures to be edited in a procedural format and textures to be generated, from the edited procedural data, in a raster format, wherein the system further includes: an editing tool for creating or modifying textures in a procedural format; an optimisation device, provided with a linearization module, a module for tracking the effects of the parameters, and a graph data module, said optimisation device being intended for storing graph data in an optimised procedural format; and a renderer suitable for generating raster textures. The invention further relates to a corresponding editing method and to a corresponding generation method.
TL;DR: In this article, a system for editing and generating procedural textures is described, including at least one microprocessor, a memory, and a list of instructions, and enabling textures to be edited in a procedural format and generated from the edited procedural data in a raster format.
Abstract: The invention relates to a system for editing and generating procedural textures, including at least one microprocessor, a memory, and a list of instructions, and enabling textures to be edited in a procedural format and textures to be generated, from the edited procedural data, in a raster format, wherein the system further includes: an editing tool for creating or modifying textures in a procedural format; an optimisation device, provided with a linearization module, a module for tracking the effects of the parameters, and a graph data module, said optimisation device being intended for storing graph data in an optimised procedural format; and a renderer suitable for generating raster textures. The invention further relates to a corresponding editing method and to a corresponding generation method.
TL;DR: A prototype evolutionary texture synthesis tool meant to assist a designer or artist by automatically discovering many candidate textures that fit a given stylistic description, using small color images created by procedural texture synthesis.
Abstract: This paper describes a prototype evolutionary texture synthesis tool meant to assist a designer or artist by automatically discovering many candidate textures that fit a given stylistic description. The textures used here are small color images, created by procedural texture synthesis. This prototype uses a single stylistic description: a textured gray image with a small amount of color accent. A hand-written prototype fitness function rates how well an image meets this description. Genetic programming uses the fitness function to evolve programs written in a texture synthesis language. A tool like this can automatically generate a catalog of variations on the given theme. A designer could then scan through these to pick out those that seem aesthetically interesting. Their procedural "genetic" representation would allow them to be further adjusted by interactive evolution. It also allows re-rendering them at arbitrary resolutions and provides a way to store them in a highly compressed form allowing lossless reconstruction.
TL;DR: This work suggests a display technique that attempts to usefully and non-detrimentally employ sensory substitution to display proximity, tactile, and force information in a virtual environment using a pseudo-shadow projection of the user's probe onto the surface being explored or manipulated.
Abstract: Direct interaction in virtual environments can be realized using relatively simple hardware, such as standard webcams and monitors. The result is a large gap between the stimuli existing in real-world interactions and those provided in the virtual environment. This leads to reduced efficiency and effectiveness when performing tasks. Conceivably these missing stimuli might be supplied through a visual modality, using sensory substitution. This work suggests a display technique that attempts to usefully and non-detrimentally employ sensory substitution to display proximity, tactile, and force information. We solve three problems with existing feedback mechanisms. Attempting to add information to existing visuals, we need to balance: • not occluding the existing visual output; • not causing the user to look away from the existing visual output, or otherwise distracting the user; and • displaying as much new information as possible. We assume the user interacts with a virtual environment consisting of a manually controlled probe and a set of surfaces. Our solution is a pseudo-shadow: a shadow-like projection of the user’s probe onto the surface being explored or manipulated. Instead of drawing the probe, we only draw the pseudo-shadow, and use it as a canvas on which to add other information. Static information is displayed by varying the parameters of a procedural texture rendered in the pseudo-shadow. The probe velocity and probe-surface distance modify this texture to convey dynamic information. Much of the computation occurs on the GPU, so the pseudo-shadow renders quickly enough for real-time interaction. As a result, this work contains three contributions: • a simple collision detection and handling mechanism that can generalize to distancebased force fields; • a way to display content during probe-surface interaction that reduces occlusion and spatial distraction; and • a way to visually convey small-scale tactile texture.
TL;DR: GeoTextures is described, an approach that uses geodesic distance fields defined from multiple sources at different locations over a model surface to place, advect, and combine procedural visual effects over complex surfaces.
Abstract: Texture mapping is an important technique for adding visual details to geometric models. Image-based texture mapping is the most popular approach, but it relies on pre-computed images which often limit their use to static effects. For adding dynamic effects, procedural-based texturing is more adequate. Since it rely on functions to describe texturing patterns, procedural texturing allows for a more compact representation and control of visual effects by a simple change of parameters. In this work we describe GeoTextures, an approach that uses geodesic distance fields defined from multiple sources at different locations over a model surface to place, advect, and combine procedural visual effects over complex surfaces. The use of geodesics extends the scope of common procedural textures which are usually limited to using spatial 3D coordinates or 2D texture coordinates. We illustrate the flexibility of our real-time approach with a range of visual effects, such as time-based propagation of weathering phenomena, transparency effects, and mesh displacement over surfaces with smooth silhouettes using hardware based tessellation available in current graphics cards.
TL;DR: A real-time GPU-based visualization of dynamic terrain in excavator simulator, which is an interactive system for the purpose of training human operators and corresponding researches, and a method of procedural texture for deformation terrain is presented.
Abstract: This paper presents a real-time GPU-based visualization of dynamic terrain in excavator simulator, which is an interactive system for the purpose of training human operators and corresponding researches. Firstly, we establish the kinematic model of excavator, so as to trans-fer the bucket tip's reference trajectories to corresponding, required reference angle sequence for each joint and to control motion sequences of articulated hierarchies. Then, our method use GPU to create the DDHM and digging offset map, with which we can perform the terrain de-formation entirely in the GPU. In order to improve the visual quality, we also present a method of procedural texture for deformation terrain. Finally, the Real-Time Optimally Adapting Meshes (ROAM) algorithm is used to render the dynamic terrain effectively.
TL;DR: In this article, the authors present RESUMO, a survey of the state of the art in the field of web design and software engineering, focusing on the following topics: this article.