TL;DR: This work utilized isometric feature mapping (Isomap) to establish a three-dimensional perceptual texture space which better explains the features used by humans in texture similarity judgment, and proposed computational models to map perceptual features to the perceptualtexture space, which can suggest a procedural model to produce textures according to user-defined perceptual scales.
Abstract: Procedural models are widely used in computer graphics for generating realistic, natural-looking textures. However, these mathematical models are not perceptually meaningful, whereas the users, such as artists and designers, would prefer to make descriptions using intuitive and perceptual characteristics like "repetitive," "directional," "structured," and so on. To make up for this gap, we investigated the perceptual dimensions of textures generated by a collection of procedural models. Two psychophysical experiments were conducted: free-grouping and rating. We applied Hierarchical Cluster Analysis (HCA) and Singular Value Decomposition (SVD) to discover the perceptual features used by the observers in grouping similar textures. The results suggested that existing dimensions in literature cannot accommodate random textures. We therefore utilized isometric feature mapping (Isomap) to establish a three-dimensional perceptual texture space which better explains the features used by humans in texture similarity judgment. Finally, we proposed computational models to map perceptual features to the perceptual texture space, which can suggest a procedural model to produce textures according to user-defined perceptual scales.
TL;DR: A new approach to rendering deforming textured surfaces that takes into account variations in elasticity of the materials represented in the texture is presented, based on dynamically warping the parameterisation so that parameterisation distortion in a deformed pose is locally similar to the rest pose.
Abstract: In this thesis, we present a new approach to rendering deforming textured surfaces that takes into account variations in elasticity of the materials represented in the texture. Our approach is based on dynamically warping the parameterisation so that parameterisation distortion in a deformed pose is locally similar to the rest pose; this similarity results in apparent rigidity of the mapped texture material. The warps are also weighted, so that users have control over what appears rigid and what not. Our algorithms achieve real-time generation of warps, including their application in rendering the textured surfaces. A key factor to the achieved performance is the exploitation of the parallel nature of local optimisations by implementing the algorithms on the GPU. We demonstrate our approach with several example applications. We show warps on models using standard texture mapping as well as Ptex. We also show warps using static or dynamic/procedural texture detail, while the surface that it is mapped on deforms. A variety of use-cases is also provided: generating warps for looping animations, generating out-of-core warps of film-quality assets, approximating high-resolution warps with lower-resolution texture-space Linear Blend Skinning and dynamically preserving texture features of a model being interactively edited by an artist.
TL;DR: A novel procedural texture retrieval scheme that can return textures according to commonly used perceptual dimensions is proposed and Experimental results show that the method can effectively retrieve textures that are perceptually consistent with users' input.
Abstract: Procedural textures have been widely used as they can be easily generated from various mathematical models. However, the model parameters are not perceptually meaningful or uniform for non-expert users; therefore it is difficult for general users to obtain a desired texture by tuning the parameters. In order to satisfy users' requirement, we propose a novel procedural texture retrieval scheme that can return textures according to commonly used perceptual dimensions. We establish a procedural texture database that includes abundant textures so as to meet the diverse demands of users. All textures in the database are projected into a perceptual space after we construct the mapping model. First, we investigate the salient features of the input texture; then we calculate the Euclidean distance between the input texture and each texture in the database. Experimental results show that our method can effectively retrieve textures that are perceptually consistent with users' input.
TL;DR: In this paper, a system and method for generating procedural textures on an object on the basis of physical ink data and physical applicator data is presented, which includes: access to target object data having data for initial meshing and initial contouring of the target objects; access to data pertaining to mixture rules and mixture functions; access for initial textures T; a module for generating a pre-projection virtual rendering provided to combine the physical ink with the physical applicators data; tessellating the data of the targets so as to convert the contours of targets into meshing
Abstract: The invention relates to a system and method for generating procedural textures on an object on the basis of physical ink data and physical applicator data. The system includes: access to target object data having data for initial meshing and initial contouring of the target objects; access to data pertaining to mixture rules and mixture functions; access to physical data for initial textures T; a module for generating a pre-projection virtual rendering provided to combine the physical ink data with the physical applicator data; a module for tessellating the data of the target objects so as to convert the contours of the target objects into meshing; and an integrating module for the physical parameters, the integrating module being provided to generate a new set of textures T+I for the object(s).
TL;DR: A system that can generate procedural textures interactively along certain perceptual dimensions through psychophysical experiments and reported the experiment results for two particular perceptual properties: surface roughness and directionality.
Abstract: Procedural textures have been widely used as they can be easily generated from various mathematical models. However, the model parameters are not perceptually meaningful or uniform for non-expert users. In this paper, we proposed a system that can generate procedural textures interactively along certain perceptual dimensions. We built a procedural texture dataset and measured twelve perceptual properties of a small subset through psychophysical experiments. The perceived magnitude of the rest textures was estimated by Support Vector Machines using computational features from a cascaded PCA network. For a given texture displayed on a touch screen, the user makes finger gestures which were then transferred to magnitude changes in perceptual space. The texture in the database that matches the new perceptual scale and with nearest distance in computational feature space will be chosen and displayed. We reported our experiment results for two particular perceptual properties: surface roughness and directionality. Other properties can be manipulated similarly.
TL;DR: Many computer graphics applications have used procedural noise since the 1980s, but there are still very few tools which allow non programming-oriented users to make procedural textures.
Abstract: Many computer graphics applications have used procedural noise since the 1980s, but there are still very few tools which allow non programming-oriented users to make procedural textures. This paper ...