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Procedural texture

In computer graphics, a procedural texture[1] is a texture created using a mathematical description (i.e. an algorithm) rather than directly stored data. The advantage of this approach is low storage cost, unlimited texture resolution and easy texture mapping.[2] These kinds of textures are often used to model surface or volumetric representations of natural elements such as wood, marble, granite, metal, stone, and others.

Procedurally generated tiling textures

Usually, the natural look of the rendered result is achieved by the usage of fractal noise and turbulence functions[definition needed]. These functions are used as a numerical representation of the "randomness" found in nature.

Solid texturing

Solid texturing is a process where the texture generating function is evaluated over   at each visible surface point of the model so the resulting material properties (like color, shininess or normal) depends only on their 3D position, not their parametrized 2D surface position like in traditional 2D texture mapping. Consequently, solid textures are unaffected by distortions of the surface parameter space, such as you might see near the poles of a sphere. Also, continuity between the surface parameterization of adjacent patches isn't a concern either. Solid textures will remain consistent and have features of constant size regardless of distortions in the surface coordinate systems.[3] Initially these functions were based on simple combination of procedural noise functions like Simplex noise or Perlin noise. Currently a vast arsenal of techniques are available, ranging from structured regular texture (like a brick wall), to structured irregular textures (like a stonewall), to purely stochastic textures.[4]

Cellular texturing

 
Cellular texture

Cellular texturing differs from the majority of other procedural texture generating techniques as it does not depend on noise functions as its basis, although it is often used to complement the technique. Cellular textures are based on feature points which are scattered over a three-dimensional space. These points are then used to split up the space into small, randomly tiled regions called cells. These cells often look like "lizard scales", "pebbles", or "flagstones". Even though these regions are discrete, the cellular basis function itself is continuous and can be evaluated anywhere in space.[5] Worley noise is a common type of cellular texture.

Genetic textures

Genetic texture generation is an experimental approach to generate textures. It is an automated process guided by a human moderator. The flow of control usually has a computer generate a set of texture candidates. From these, a user picks a selection. The computer then generates another set of textures by mutating and crossing over elements of the user selected textures.[6] For more information on exactly how this mutation and cross over generation method is achieved, see Genetic algorithm. The process continues until a suitable texture for the user is generated. As the outcome is difficult to control, this method is typically used only for experimental or abstract textures.

Self-organizing textures

Starting from a simple white noise, self-organization processes can lead to structured patterns while preserving some randomness. Reaction–diffusion systems are one way of generating such textures. Realistic textures can be generated by simulating complex chemical reactions within fluids. These systems may show behaviors similar to real processes (Morphogenesis) found in nature, such as animal markings (shells, fish, wild cats...).

Programs for creating textures

Besides specialized programs, others, such as Blender, CorelDRAW,[7] contain procedural texture subsystems that can be used to generate textures.

See also

References

  1. ^ Texture Analysis and Synthesis from Stanford Computer Graphics Laboratory (1994-2020
  2. ^ "Definition of procedural texture".
  3. ^ Ebert et al: Texturing and Modeling A Procedural Approach, page 10. Morgan Kaufmann, 2003.
  4. ^ Pietroni, Nico; Cignoni, Paolo; Miguel A., Otaduy; Roberto, Scopigno (2010). "A survey on solid texture synthesis" (PDF). IEEE Computer Graphics and Applications. 30 (4): 74–89. doi:10.1109/MCG.2009.153. PMID 20650730. S2CID 18074521.
  5. ^ Ebert et al: Texturing and Modeling A Procedural Approach, page 135. Morgan Kaufmann, 2003.
  6. ^ Ebert et al: Texturing and Modeling A Procedural Approach, page 547. Morgan Kaufmann, 2003.
  7. ^ "page 380" (PDF).{{cite web}}: CS1 maint: url-status (link)

procedural, texture, computer, graphics, procedural, texture, texture, created, using, mathematical, description, algorithm, rather, than, directly, stored, data, advantage, this, approach, storage, cost, unlimited, texture, resolution, easy, texture, mapping,. In computer graphics a procedural texture 1 is a texture created using a mathematical description i e an algorithm rather than directly stored data The advantage of this approach is low storage cost unlimited texture resolution and easy texture mapping 2 These kinds of textures are often used to model surface or volumetric representations of natural elements such as wood marble granite metal stone and others Procedurally generated tiling textures Usually the natural look of the rendered result is achieved by the usage of fractal noise and turbulence functions definition needed These functions are used as a numerical representation of the randomness found in nature Contents 1 Solid texturing 2 Cellular texturing 3 Genetic textures 4 Self organizing textures 5 Programs for creating textures 6 See also 7 ReferencesSolid texturing EditSolid texturing is a process where the texture generating function is evaluated over R 3 displaystyle mathbb R 3 at each visible surface point of the model so the resulting material properties like color shininess or normal depends only on their 3D position not their parametrized 2D surface position like in traditional 2D texture mapping Consequently solid textures are unaffected by distortions of the surface parameter space such as you might see near the poles of a sphere Also continuity between the surface parameterization of adjacent patches isn t a concern either Solid textures will remain consistent and have features of constant size regardless of distortions in the surface coordinate systems 3 Initially these functions were based on simple combination of procedural noise functions like Simplex noise or Perlin noise Currently a vast arsenal of techniques are available ranging from structured regular texture like a brick wall to structured irregular textures like a stonewall to purely stochastic textures 4 Cellular texturing Edit Cellular texture Cellular texturing differs from the majority of other procedural texture generating techniques as it does not depend on noise functions as its basis although it is often used to complement the technique Cellular textures are based on feature points which are scattered over a three dimensional space These points are then used to split up the space into small randomly tiled regions called cells These cells often look like lizard scales pebbles or flagstones Even though these regions are discrete the cellular basis function itself is continuous and can be evaluated anywhere in space 5 Worley noise is a common type of cellular texture Genetic textures EditGenetic texture generation is an experimental approach to generate textures It is an automated process guided by a human moderator The flow of control usually has a computer generate a set of texture candidates From these a user picks a selection The computer then generates another set of textures by mutating and crossing over elements of the user selected textures 6 For more information on exactly how this mutation and cross over generation method is achieved see Genetic algorithm The process continues until a suitable texture for the user is generated As the outcome is difficult to control this method is typically used only for experimental or abstract textures Self organizing textures EditStarting from a simple white noise self organization processes can lead to structured patterns while preserving some randomness Reaction diffusion systems are one way of generating such textures Realistic textures can be generated by simulating complex chemical reactions within fluids These systems may show behaviors similar to real processes Morphogenesis found in nature such as animal markings shells fish wild cats Programs for creating textures EditSubstance Designer Filter Forge TexRD based on reaction diffusion self organizing textures Material Maker based on Godot Engine Besides specialized programs others such as Blender CorelDRAW 7 contain procedural texture subsystems that can be used to generate textures See also EditPerlin noise Pixel shader Procedural generation Self organization Simplex noise Texture artist Texture synthesisReferences Edit Texture Analysis and Synthesis from Stanford Computer Graphics Laboratory 1994 2020 Definition of procedural texture Ebert et al Texturing and Modeling A Procedural Approach page 10 Morgan Kaufmann 2003 Pietroni Nico Cignoni Paolo Miguel A Otaduy Roberto Scopigno 2010 A survey on solid texture synthesis PDF IEEE Computer Graphics and Applications 30 4 74 89 doi 10 1109 MCG 2009 153 PMID 20650730 S2CID 18074521 Ebert et al Texturing and Modeling A Procedural Approach page 135 Morgan Kaufmann 2003 Ebert et al Texturing and Modeling A Procedural Approach page 547 Morgan Kaufmann 2003 page 380 PDF a href Template Cite web html title Template Cite web cite web a CS1 maint url status link Retrieved from https en wikipedia org w index php title Procedural texture amp oldid 1150255311, wikipedia, wiki, book, books, library,

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