Pattern-Based Texturing Revisited
Images of the paper.
Standard pattern-based mapping used for
applying a cellular pattern onto the geometric model of a liver.
Distortions are clearly noticeable.
Two cases where unexpected path shapes
appear since the lowest frequency of the texture (i.e. the grain size)
is too close to the sample scale.
Left: A naive set of texture samples designed
to figure cells onto a surface.
Right: A set of procedurally generated volumetric textures.
Mountain covered by forest. The location of forest
and ground material is controlled by the values at the nodes of the texture
mesh. These values are `painted' by the user with their probability
attribute (intensity of presence).
A texture patch mapped onto a curved
region of a geometric model (views from three different viewpoints):
texture distortions remain reasonable.
From left to right: the geometric mesh, which is
rendered; the texture mesh, used for tuning the scale
of the texture with respect to the object's geometry; the resulting textured
sphere; the sphere with a finer scale texture.
Texture samples drawn by hand, and the resulting
image. Two different edge conditions (red, blue), both symmetric, are used.
A set of texture samples designed
by interactively editing an image of a sponge (left), and the resulting
textured surface on a terrain and on a face.
Sets of texture samples generated by our
extension of Worley's synthesis technique,
and the images produced by non-periodically mapping them onto a surface.
Left: A human liver. Right: A china torus.
Three sets of texture samples generated by our
extension of Perlin's synthesis technique, and
the images produced by mapping them onto a surface.
In the image on the right, Perlin's texture is used as displacement map,
encoded with an OpenGL implementation of
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