Procedural Texture Generation: Synthesizing Randomized and Reaction-Diffusion Textures, Study notes of Computer Graphics

Procedural texture generation, a technique used to create textures through synthesis from examples, randomized material models, reaction-diffusion methods, and other functions. Randomized procedural texture models, such as perlin noise, are popular for generating both 2-d and solid textures. Reaction-diffusion methods, inspired by chemical reactions, can create realistic animal patterns. The document also discusses generating textures on arbitrary surfaces using reaction-diffusion and synthesizing new textures with distinct local features.

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Pre 2010

Uploaded on 03/13/2009

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Procedural Texture Generation
We often generate textures procedurally
synthesis from example textures
randomized material models (e.g., marble, wood, granite, …)
reaction–diffusion “chemical reaction”
any other function we can imagine
Closely related to procedural geometry synthesis
and a lot of the techniques crossover
see book by Ebert et al
Texturing & Modeling: A Procedural Approach
Randomized Models
Randomized procedural texture models are quite popular
start with some regular pattern
add in a bunch of noise functions, at different frequencies
Perlin’s noise function is a particularly popular choice
he won an Academy Award for developing it
used for both 2-D and solid textures (hypertexture)
Cool demos
http://graphics.lcs.mit.edu/~legakis/MarbleApplet/marbleapplet.html
http://mrl.nyu.edu/perlin/demox/Planet.html
Reaction–Diffusion Methods
Imagine that we have some “chemicals” in the plane
they diffuse across space
and they react with each other
according to differential equations we make up
This describes realistic animal patterns
appears this may actually account
for real stripe/spot formation
Demos of reaction–diffusion
http://members.aol.com/_ht_a/jiweichsel/wr3.html
http://www.ccsf.caltech.edu/ismap/image.html
Generating Textures on Arbitrary Surfaces
Using Reaction-Diffusion
Greg Turk, SIGGRAPH 91.
Synthesizing Textures
How do we efficiently generate textures?
a common approach is to photograph something real
for example, photograph some brick & apply to our walls
this is nice, but it’s limited — all walls have identical bricks
Solution #1: Take lots of different photos
works, but requires lots of storage
Solution #2: Synthesize new brick textures
start with an example of a given texture
synthesize new textures which have similar overall look, but
whose local features are distinct
http://www.cs.berkeley.edu/~efros/research/synthesis.html
http://www.cc.gatech.edu/cpl/projects/graphcuttextures/

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Procedural Texture Generation We often generate textures procedurally

  • synthesis from example textures• randomized material models (e.g., marble, wood, granite, …)• reaction–diffusion “chemical reaction”• any other function we can imagine

Closely related to procedural geometry synthesis

  • and a lot of the techniques crossover• see book by Ebert

et al

Texturing & Modeling: A Procedural Approach

Randomized Models Randomized procedural texture models are quite popular

  • start with some regular pattern• add in a bunch of noise functions, at different frequencies
    • Perlin’s noise function is a particularly popular choice– he won an Academy Award for developing it
      • used for both 2-D and solid textures (hypertexture)

Cool demos

  • http://graphics.lcs.mit.edu/~legakis/MarbleApplet/marbleapplet.html• http://mrl.nyu.edu/perlin/demox/Planet.html

Reaction–Diffusion Methods Imagine that we have some “chemicals” in the plane

  • they diffuse across space• and they react with each other• according to differential equations we make up

This describes realistic animal patterns

  • appears this may actually account

for real stripe/spot formation

Demos of reaction–diffusion

  • http://members.aol.com/_ht_a/jiweichsel/wr3.html• http://www.ccsf.caltech.edu/ismap/image.html

Generating Textures on Arbitrary Surfaces

Using Reaction-Diffusion Greg Turk, SIGGRAPH 91.

Synthesizing Textures How do we efficiently generate textures?

  • a common approach is to photograph something real• for example, photograph some brick & apply to our walls• this is nice, but it’s limited — all walls have identical bricks

Solution #1: Take lots of different photos

  • works, but requires lots of storage

Solution #2: Synthesize new brick textures

  • start with an example of a given texture• synthesize new textures which have similar overall look, but

whose local features are distinct

  • http://www.cs.berkeley.edu/~efros/research/synthesis.html• http://www.cc.gatech.edu/cpl/projects/graphcuttextures/