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.
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.
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.
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.
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 ...
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.
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.
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.