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Issue No.03 - May/June (2003 vol.23)
pp: 38-45
Kazunori Miyata , Japan Advanced Institute of Science and Technology
Takayuki Itoh , IBM Research, Tokyo Research Lab
ABSTRACT
<p>This article presents a computational method for generating organic textures. The method first tessellates a region into a set of pseudo-Voronoi polygons using a particle model and then generates the detailed geometry of each of the polygons using Loop's subdivision surface with fractal noise. Unlike previous particle models-which are designed for creating hexagonal cell arrangements-this particle model can also create rectangular cell arrangements, often observed in organic textures. In either cell arrangement, the method lets a user control the anisotropy of the cell geometry and the directionality of the cell arrangements. A detailed 3D cell geometry is then created by adjusting a set of parameters that controls the cells' height and degree of skewing and tapering. A user can create various types of realistic looking organic textures by choosing a cell arrangement type, anisotropy, and directionality, along with the geometry control parameters.</p>
INDEX TERMS
texture synthesis, texture mapping, rendering, anisotropic meshing, Voronoi tessellation, subdivision surface
CITATION
Kazunori Miyata, Takayuki Itoh, "Generating Organic Textures with Controlled Anisotropy and Directionality", IEEE Computer Graphics and Applications, vol.23, no. 3, pp. 38-45, May/June 2003, doi:10.1109/MCG.2003.1198261
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