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3D graphics eBook - Course Materials Repository

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Procedural texture 121<br />

Procedural texture<br />

A procedural texture is a computer generated image created<br />

using an algorithm intended to create a realistic<br />

representation of natural elements such as wood, marble,<br />

granite, metal, stone, and others.<br />

Usually, the natural look of the rendered result is achieved by<br />

the usage of fractal noise and turbulence functions. These<br />

functions are used as a numerical representation of the<br />

“randomness” found in nature.<br />

Solid texturing<br />

Solid texturing is a process where the texture generating<br />

function is evaluated over at each visible surface point of<br />

the model. Traditionally these functions use Perlin noise as<br />

their basis function, but some simple functions may use more<br />

trivial methods such as the sum of sinusoidal functions for<br />

instance. Solid textures are an alternative to the traditional<br />

A procedural floor grate texture generated with the texture<br />

editor Genetica [1] .<br />

2D texture images which are applied to the surfaces of a model. It is a difficult and tedious task to get multiple 2D<br />

textures to form a consistent visual appearance on a model without it looking obviously tiled. Solid textures were<br />

created to specifically solve this problem.<br />

Instead of editing images to fit a model, a function is used to evaluate the colour of the point being textured. Points<br />

are evaluated based on their <strong>3D</strong> position, not their 2D surface position. Consequently, solid textures are unaffected<br />

by distortions of the surface parameter space, such as you might see near the poles of a sphere. Also, continuity<br />

between the surface parameterization of adjacent patches isn’t a concern either. Solid textures will remain consistent<br />

and have features of constant size regardless of distortions in the surface coordinate systems. [2]<br />

Cellular texturing<br />

Cellular texturing differs from the majority of other procedural texture generating techniques as it does not depend<br />

on noise functions as its basis, although it is often used to complement the technique. Cellular textures are based on<br />

feature points which are scattered over a three dimensional space. These points are then used to split up the space<br />

into small, randomly tiled regions called cells. These cells often look like “lizard scales,” “pebbles,” or “flagstones”.<br />

Even though these regions are discrete, the cellular basis function itself is continuous and can be evaluated anywhere<br />

in space. [3]<br />

Genetic textures<br />

Genetic texture generation is highly experimental approach for generating textures. It is a highly automated process<br />

that uses a human to completely moderate the eventual outcome. The flow of control usually has a computer<br />

generate a set of texture candidates. From these, a user picks a selection. The computer then generates another set of<br />

textures by mutating and crossing over elements of the user selected textures [4] . For more information on exactly<br />

how this mutation and cross over generation method is achieved, see Genetic algorithm. The process continues until<br />

a suitable texture for the user is generated. This isn't a commonly used method of generating textures as it’s very<br />

difficult to control and direct the eventual outcome. Because of this, it is typically used for experimentation or<br />

abstract textures only.

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