This paper presents a framework to create procedural textures from a set of patterns. It relies on recent programmable graphic hardware to compute the color of each pixel from its texture coordinates. The texture is only computed at rendered pixels and there is no constraints on mesh as all computation is done in texture space. Our method allows a strong user control on the resulting texture.
Applications are - but not restricted to - video games (decals, tile map, ...) and flight simulators (landscape texturing). Our framework allows to create a wide variety of textures by combining a set of basic blocks specifying simple operations.
Our results and performance tests were done on a GeForceFX prototype.
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