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  3. Procedural texture
  4. 2012
Showing papers on "Procedural texture published in 2012"
Journal Article•10.1007/S00371-012-0711-2•
Multiple kernels noise for improved procedural texturing

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Guillaume Gilet1, J.-M. Dischler2, Djamchid Ghazanfarpour1•
University of Limoges1, University of Strasbourg2
01 Jun 2012-The Visual Computer
TL;DR: It is shown how multiple kernels noise increases the variety of noisy procedural textures that can be modeled and helps creating structured procedural textures by automatic extraction of noise characteristics from user-supplied samples.
Abstract: Procedural texturing is a well known method to synthesize details onto virtual surfaces directly during rendering. But the creation of such textures is often a long and painstaking task. This paper introduces a new noise function, called multiple kernels noise. It is characterized by an arbitrary energy distribution in spectral domain. Multiple kernels noise is obtained by adaptively decomposing a user-defined power spectral density (PSD) into rectangular regions. These are then associated to kernel functions used to compute noise values by sparse convolution. We show how multiple kernels noise (1) increases the variety of noisy procedural textures that can be modeled and (2) helps creating structured procedural textures by automatic extraction of noise characteristics from user-supplied samples.

18 citations

Journal Article•10.1111/J.1467-8659.2012.03020.X•
Procedural texture preview

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Anass Lasram1, Sylvain Lefebvre1, Cyrille Damez•
French Institute for Research in Computer Science and Automation1
01 May 2012-Computer Graphics Forum
TL;DR: Procedural textures usually require spending time testing parameters to realize the diversity of appearances, so it is important to have a good understanding of how the material will behave under different loads.
Abstract: Procedural textures usually require spending time testing parameters to realize the diversity of appearances. This paper introduces the idea of a procedural texture preview: A single static image summarizing in a limited pixel space the appearances produced by a given procedure. Unlike grids of thumbnails our previews present a continuous image of appearances, analog to a map. The main challenge is to ensure that most appearances are visible, are allocated a similar pixel area, and are ordered in a smooth manner throughout the preview. To reach this goal, we introduce a new layout algorithm accounting simultaneously for these criteria. After computing a layout of appearances, we rely on by-example texture synthesis to produce the final preview. We demonstrate our approach on a database of production-level procedural textures. © 2012 Wiley Periodicals, Inc.

16 citations

Journal Article•10.1016/J.CAG.2012.03.031•
SMI 2012: Full A runtime cache for interactive procedural modeling

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Tim Reiner1, Sylvain Lefebvre2, Lorenz Diener1, Ismael García, Bruno Jobard2, Carsten Dachsbacher1 •
Karlsruhe Institute of Technology1, French Institute for Research in Computer Science and Automation2
01 Aug 2012-Computers & Graphics
TL;DR: An efficient runtime cache to accelerate the display of procedurally displaced and textured implicit surfaces, exploiting spatio-temporal coherence between consecutive frames is presented and a thorough analysis on cache behavior for different procedural noise functions to displace implicit base shapes is provided.

11 citations

Journal Article•10.1111/J.1467-8659.2012.03127.X•
Procedural Texture Synthesis for Zoom-Independent Visualization of Multivariate Data

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Rostislav Khlebnikov1, Bernhard Kainz1, Markus Steinberger1, Marc Streit2, Dieter Schmalstieg1 •
Graz University of Technology1, Johannes Kepler University of Linz2
01 Jun 2012-Computer Graphics Forum
TL;DR: Simultaneous visualization of multiple continuous data attributes in a single visualization during the exploration stage, when the user tries to understand the data with panning and zooming, has not been given much attention.
Abstract: Simultaneous visualization of multiple continuous data attributes in a single visualization is a task that is important for many application areas. Unsurprisingly, many methods have been proposed to solve this task. However, the behavior of such methods during the exploration stage, when the user tries to understand the data with panning and zooming, has not been given much attention. In this paper, we propose a method that uses procedural texture synthesis to create zoom-independent visualizations of three scalar data attributes. The method is based on random-phase Gabor noise, whose frequency is adapted for the visualization of the first data attribute. We ensure that the resulting texture frequency lies in the range that is perceived well by the human visual system at any zoom level. To enhance the perception of this attribute, we also apply a specially constructed transfer function that is based on statistical properties of the noise. Additionally, the transfer function is constructed in a way that it does not introduce any aliasing to the texture. We map the second attribute to the texture orientation. The third attribute is color coded and combined with the texture by modifying the value component of the HSV color model. The necessary contrast needed for texture and color perception was determined in a user study. In addition, we conducted a second user study that shows significant advantages of our method over current methods with similar goals. We believe that our method is an important step towards creating methods that not only succeed in visualizing multiple data attributes, but also adapt to the behavior of the user during the data exploration stage. © 2012 Wiley Periodicals, Inc.

10 citations

Procedural Textures in GLSL

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Stefan Gustavson
1 Jan 2012
TL;DR: Procedural shading has been a versatile and popular tool for off-line rendering for decades, but with the ever increasing speed and computational capabilities of modern GPUs, it is now becoming possibles to render complex 3D models with real-time requirements.
Abstract: Procedural shading has been a versatile and popular tool for off-line rendering for decades. With the ever increasing speed and computational capabilities of modern GPUs, it is now becoming possibl ...

3 citations

Journal Article•10.1016/J.CAMWA.2011.11.030•
Realistic rendering of organ for surgery simulator

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Xue-Mei Liu1, Sheng-Min Wang2, Aimin Hao2, Huan Liu1•
North China University of Water Conservancy and Electric Power1, Beihang University2
01 Sep 2012-Computers & Mathematics With Applications
TL;DR: Experimental results show that the proposed realistic rendering methods of the organ surface, including organ texture synthesis, texture mapping and lighting computation for modeling mucous-covering of organ surfaces, are both feasible and effective.
Abstract: Realistic rendering of the organ surface appearance is necessary for high quality surgery simulator. It can greatly enhance visual realism and hence the overall quality of the VR simulators can be improved. This paper studied the realistic rendering methods of the organ surface, including organ texture synthesis, texture mapping and lighting computation for modeling mucous-covering of organ surfaces. Two different organ texture synthesis methods were presented: procedural texture generation based on Perlin noise, and applying an example synthesis based on an Ashikhmin algorithm. All kinds of organ textures were synthesized effectively. With regard to the visibility of seams and reducing the distortion, the created textures can be mapped to 3D mesh geometry by mesh parameterization. Blending between the different textures of patches reduced discontinuities. A kind of lighting computation method was described for modeling translucent mucous covering, in which incoming light is decomposed into its two components of surface reflection and sub-surface scattering that are then deal with respectively. Experimental results show that the proposed method is both feasible and effective.

2 citations

Proceedings Article•10.1109/CGAMES.2012.6314553•
Procedural textures using tilings with Perlin Noise

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David Maung1, Yinxuan Shi1, Roger Crawfis1•
Ohio State University1
30 Jul 2012
TL;DR: This paper introduces the idea of storing tiles which consist of only the gradients stored at the integer lattice points and constructing a texture on the GPU from these tiles.
Abstract: In this paper, we demonstrate the use of tiling with noise to generate rich procedural textures. We introduce the idea of storing tiles which consist of only the gradients stored at the integer lattice points and constructing a texture on the GPU from these tiles. We also introduce the idea of using mipmapped tiles to store gradients for turbulence. Finally we demonstrate a novel use of mipmaps to generate infinite aperiodic textures with varying frequency patterns.
Journal Article•10.1111/J.1467-8659.2012.03204.X•
Multi-scale Assemblage for Procedural Texturing

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Guillaume Gilet1, J.-M. Dischler2, Djamchid Ghazanfarpour1•
University of Limoges1, University of Strasbourg2
01 Sep 2012-Computer Graphics Forum
TL;DR: A new procedural random point distribution function that, unlike point jittering, allow us to take into account some spatial dependencies among figures and a “multi‐variate” approach that, instead of defining finite sets of constant figures, allows us to generate nearly infinite variations of figures on‐the‐fly.
Abstract: A procedural pattern generation process, called multi-scale “assemblage” is introduced. An assemblage is defined as a multi-scale composition of “multi-variate” statistical figures, that can be kernel functions for defining noise-like texture basis functions, or that can be patterns for defining structured procedural textures. This paper presents two main contributions: 1) a new procedural random point distribution function, that, unlike point jittering, allow us to take into account some spatial dependencies among figures and 2) a “multi-variate” approach that, instead of defining finite sets of constant figures, allows us to generate nearly infinite variations of figures on-the-fly. For both, we use a “statistical shape model”, which is a representation of shape variations. Thanks to a direct GPU implementation, assemblage textures can be used to generate new classes of procedural textures for real-time rendering by preserving all characteristics of usual procedural textures, namely: infinity, definition independency (provided the figures are also definition independent) and extreme compactness. © 2012 Wiley Periodicals, Inc.

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