International audienceNumerous real-time applications such computer games or flight simulators require non-repetitive high-resolution texturing on large landscapes. We propose an algorithm which procedurally determines the texture value at any surface location by aperiodically combining provided patterns according to user-defined controls such as a probability distribution (possibly non stationary). Our algorithm can be implemented on programmable hardware by taking advantage of the texture indirection ability of recent graphics boards. We use explicit and virtual indirection tables to determine the pattern to apply at each pixel as well as its attributes (displacement, scaling, time...). This provides the programmer with a very high resolu...
We present a system for designing novel textures in the space of textures induced by an input databa...
We present a texturing method that correctly maps homogeneous non-periodic textures to arbitrary sur...
Abstract-- Here we present an algorithm for procedurally generating a range of digital assets includ...
Numerous real-time applications such computer games or flight simulators require non-repetitive high...
International audienceNumerous real-time applications such computer games or flight simulators requi...
Procedural textures have significant advantages over image textures. Procedural textures are compact...
In this paper we describe an approach to the automated specification of procedural textures to be us...
We propose an efficient method for creat-ing accurate and controllable textures. In the past, proced...
Figure 1: Multi-scale assemblage is a random pattern generation process generalizing sparse convolut...
Image textures can easily be created using texture synthesis by example. However, creating procedura...
International audienceWe introduce a novel semi-procedural approach that avoids drawbacks of procedu...
International audienceWe introduce a novel semi-procedural approach that avoids drawbacks of procedu...
In computer graphics, textures represent the detail appearance of the surface of objects, such as co...
Figure 1: In our approach each texture is the result of a simple program. Based on a set of combinab...
We present a texturing method that correctly maps homogeneous non-periodic textures to arbitrary sur...
We present a system for designing novel textures in the space of textures induced by an input databa...
We present a texturing method that correctly maps homogeneous non-periodic textures to arbitrary sur...
Abstract-- Here we present an algorithm for procedurally generating a range of digital assets includ...
Numerous real-time applications such computer games or flight simulators require non-repetitive high...
International audienceNumerous real-time applications such computer games or flight simulators requi...
Procedural textures have significant advantages over image textures. Procedural textures are compact...
In this paper we describe an approach to the automated specification of procedural textures to be us...
We propose an efficient method for creat-ing accurate and controllable textures. In the past, proced...
Figure 1: Multi-scale assemblage is a random pattern generation process generalizing sparse convolut...
Image textures can easily be created using texture synthesis by example. However, creating procedura...
International audienceWe introduce a novel semi-procedural approach that avoids drawbacks of procedu...
International audienceWe introduce a novel semi-procedural approach that avoids drawbacks of procedu...
In computer graphics, textures represent the detail appearance of the surface of objects, such as co...
Figure 1: In our approach each texture is the result of a simple program. Based on a set of combinab...
We present a texturing method that correctly maps homogeneous non-periodic textures to arbitrary sur...
We present a system for designing novel textures in the space of textures induced by an input databa...
We present a texturing method that correctly maps homogeneous non-periodic textures to arbitrary sur...
Abstract-- Here we present an algorithm for procedurally generating a range of digital assets includ...