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Generating Organic Textures with Controlled Anisotropy and Directionality
May/June 2003 (vol. 23 no. 3)
pp. 38-45
Takayuki Itoh, IBM Research, Tokyo Research Lab
Kazunori Miyata, Japan Advanced Institute of Science and Technology
Kenji Shimada, Carnegie Mellon University

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.

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Index Terms:
texture synthesis, texture mapping, rendering, anisotropic meshing, Voronoi tessellation, subdivision surface
Citation:
Takayuki Itoh, Kazunori Miyata, Kenji Shimada, "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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