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  4. 2014
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  3. Procedural texture
  4. 2014
Showing papers on "Procedural texture published in 2014"
Journal Article•10.1007/S00371-014-0951-4•
Efficient texture synthesis of aggregate solid material

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Yue Shu1, Yinling Qian2, Hanqiu Sun2, Yanyun Chen1•
Chinese Academy of Sciences1, The Chinese University of Hong Kong2
01 Jun 2014-The Visual Computer
TL;DR: This work proposes the simple and effective solid synthesis that efficiently utilizes the procedural texture and exemplar-based synthesis seamlessly in one system and can generate realistic texturing of solid material with low memory footprint and efficient aggregate-material synthesis in seconds.
Abstract: Solid texturing is particularly well suited for many architectural materials as they are intrinsically 3D such as marbles and stones. Directly applying 2D texture to such material results in evident artifact because of the issue of synthesizing solid material or patterns usually very difficult. We propose the simple and effective solid synthesis that efficiently utilizes the procedural texture and exemplar-based synthesis seamlessly in one system. Our method generates warping particles and stores them with a few points based on cellular texture. Stereological technique and spring system are used to automatically guide the synthesis procedure. Using adaptive k-means clustering, we can recover color exemplar with high fidelity. We develop vector-represented results to avoid blurring, and GPU-based rendering for real-time synthesis on a common graphics card. Our experiments showed that the proposed approach can generate realistic texturing of solid material with low memory footprint and efficient aggregate-material synthesis in seconds.

10 citations

Patent•
Graphics processing unit

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Blake D. Pelton, Amar Patel, Chas Boyd
1 Oct 2014
TL;DR: In this article, a renderer can be implemented either in hardware, such as part of a graphics processor, or in software as a computer program executed by a processor, and the results of the texel shader invocations are stored in a texture cache to take advantage of spatial and temporal locality.
Abstract: A procedural texture relates texel coordinates to color values through an arbitrary function, herein called a texel shader. The procedural texture is defined by a dimension, size, texel format and the texel shader. Texel coordinates are an input to the texel shader, which generates a color value for those texel coordinates. A renderer can be implemented either in hardware, such as part of a graphics processor, or in software as a computer program executed by a processor. The renderer samples from the procedural texture in response to texel coordinates, and evaluates the texel shader on demand. Filtering also can be applied automatically to results. The results of the texel shader invocations are stored in a texture cache to take advantage of spatial and temporal locality. Results are shared among threads, processes and the like through the texture cache.

10 citations

Journal Article•10.4304/JSW.9.4.889-894•
Real-time Multiresolution Rendering for Dynamic Terrain

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Dong Wang1, Qing-sheng Zhu, Yi Xia•
Chongqing University1
04 Jan 2014-Journal of Software
TL;DR: This paper presents a novel dynamic terrain multiresolution rendering method by utilizing the capabilities of current generation GPUs and applies procedural texturing based on constraint conditions in fragment shader.
Abstract: This paper presents a novel dynamic terrain multiresolution rendering method by utilizing the capabilities of current generation GPUs. Firstly, the terrain depth offset map texture that represents the appropriate offset values is generated through rendering to texture, which is used to deform terrain in vertex shader. Then in order to accurately represent the fine terrain detail created by deformation, an adaptive geometry tessellation technique is implemented in geometry shader. Moreover, to update deformation area texture, we apply procedural texturing based on constraint conditions in fragment shader. In the end, the experiments prove that our method is feasible and efficient.

7 citations

Journal Article•10.1111/CGF.12414•
Interactive Parameter Retrieval for Two-Tone Procedural Textures

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L. Gieseke1, Steffen Koch1, J.-U. Hahn1, Martin Fuchs1•
University of Stuttgart1
25 Jun 2014
TL;DR: A method to automatically determine parameters to reproduce the appearance of input images and applies a perceptually motivated image metric based on a texture descriptor enables to precompute a comprehensive collection of possible parameter sets and yet achieve interactive retrieval performance.
Abstract: The choice of parameters for procedural textures to achieve a desired appearance poses a challenging problem even for experienced artists. We propose a method to automatically determine such parameters to reproduce the appearance of input images. Addressing two-tone textures, we separate the estimation of color and structure information and interpret the problem as image retrieval task from the space of procedural outputs. Applying a perceptually motivated image metric based on a texture descriptor enables us to precompute a comprehensive collection of possible parameter sets and yet achieve interactive retrieval performance. Our method supports a large variety of procedural texture models with a unified approach.

5 citations

Journal Article•10.1016/J.CAG.2013.10.004•
Special Section on Graphics Interface: Texture synthesis using label assignment over a graph

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Jack Caron1, David Mould1•
Carleton University1
01 Apr 2014-Computers & Graphics
TL;DR: This work proposes employing PUPs for procedural texture synthesis, taking advantage of the framework's guarantees of high continuity and local support and describes structured textures obtained by assigning label clusters using queries over the graph, such as breadth-first or depth-first traversal.

5 citations

Journal Article•10.1109/TVCG.2013.102•
Filtering Non-Linear TransferFunctions on Surfaces

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Eric Heitz1, Derek Nowrouzezahrai2, Pierre Poulin2, Fabrice Neyret1•
University of Grenoble1, Université de Montréal2
01 Jul 2014-IEEE Transactions on Visualization and Computer Graphics
TL;DR: A novel representation of a (potentially modulated) color map's distribution over pixel footprints using Gaussian statistics is introduced and, in the more complex case of high-resolution color mapped microsurface details, the filtering is view- and light-dependent, and capable of correctly handling masking and occlusion effects.
Abstract: Applying non-linear transfer functions and look-up tables to procedural functions (such as noise), surface attributes, or even surface geometry are common strategies used to enhance visual detail. Their simplicity and ability to mimic a wide range of realistic appearances have led to their adoption in many rendering problems. As with any textured or geometric detail, proper filtering is needed to reduce aliasing when viewed across a range of distances, but accurate and efficient transfer function filtering remains an open problem for several reasons: transfer functions are complex and non-linear, especially when mapped through procedural noise and/or geometry-dependent functions, and the effects of perspective and masking further complicate the filtering over a pixel’s footprint. We accurately solve this problem by computing and sampling from specialized filtering distributions on the fly, yielding very fast performance. We investigate the case where the transfer function to filter is a color map applied to (macroscale) surface textures (like noise), as well as color maps applied according to (microscale) geometric details. We introduce a novel representation of a (potentially modulated) color map’s distribution over pixel footprints using Gaussian statistics and, in the more complex case of high-resolution color mapped microsurface details, our filtering is view- and light-dependent, and capable of correctly handling masking and occlusion effects. Our approach can be generalized to filter other physical-based rendering quantities. We propose an application to shading with irradiance environment maps over large terrains. Our framework is also compatible with the case of transfer functions used to warp surface geometry, as long as the transformations can be represented with Gaussian statistics, leading to proper view- and light-dependent filtering results. Our results match ground truth and our solution is well suited to real-time applications, requires only a few lines of shader code (provided in supplemental material, which can be found on the Computer Society Digital Library at http://doi.ieeecomputersociety.org/10.1109/TVCG.2013.102), is high performance, and has a negligible memory footprint.

4 citations

Proceedings Article•10.1145/2643188.2643193•
Sampling Gabor noise in the spatial domain

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Victor Charpenay1, Bernhard Steiner1, Przemyslaw Musialski1•
Vienna University of Technology1
28 May 2014
TL;DR: This paper introduces a solution where values such as the frequency or the orientation of the Gabor kernel to a user-provided control map in order to produce novel visual effects.
Abstract: Gabor noise is a powerful technique for procedural texture generation. Contrary to other types of procedural noise, its sparse convolution aspect makes it easily controllable locally. In this paper, we demonstrate this property by explicitly introducing spatial variations. We do so by linking the sparse convolution process to the parameterization of the underlying surface. Using this approach, it is possible to provide control maps for the parameters in a natural and convenient way. In order to derive intuitive control of the resulting textures, we accomplish a small study of the influence of the parameters of the Gabor kernel with respect to the outcome and we introduce a solution where we bind values such as the frequency or the orientation of the Gabor kernel to a user-provided control map in order to produce novel visual effects.

2 citations

Journal Article•10.1145/2661229.2661249•
Local random-phase noise for procedural texturing

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Guillaume Gilet1, Basile Sauvage2, Kenneth Vanhoey2, Jean-Michel Dischler2, Djamchid Ghazanfarpour1 •
University of Limoges1, University of Strasbourg2
19 Nov 2014
TL;DR: Local random-phase noise is a noise model for procedural texturing that encompasses Gabor noise and noise by Fourier series and addresses texture by example and generates not only Gaussian patterns but also structured features present in the input.
Abstract: Local random-phase noise is a noise model for procedural texturing. It is defined on a regular spatial grid by local noises, which are sums of cosines with random phase. Our model is versatile thanks to separate sampling in the spatial and spectral domains. Therefore, it encompasses Gabor noise and noise by Fourier series. A stratified spectral sampling allows for a faithful yet compact and efficient reproduction of an arbitrary power spectrum. Noise by example is therefore obtained faster than state-of-the-art techniques. As a second contribution we address texture by example and generate not only Gaussian patterns but also structured features present in the input. This is achieved by fixing the phase on some part of the spectrum. Generated textures are continuous and non-repetitive. Results show unprecedented framerates and a flexible visual result: users can control with one parameter the blending between noise by example and structured texture synthesis.

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