Cellular texture generation

K. Fleischer, D. Laidlaw, B. L. Currin, A. Barr
{"title":"Cellular texture generation","authors":"K. Fleischer, D. Laidlaw, B. L. Currin, A. Barr","doi":"10.1145/218380.218447","DOIUrl":null,"url":null,"abstract":"We propose an approach for modeling surface details such as scales, feathers, or thorns. These types of cellular textures require a representation with more detail than texture-mapping but are inconvenient to model with hand-crafted geometry. \n \nWe generate patterns of geometric elements using a biologically-motivated cellular development simulation together with a constraint to keep the cells on a surface. The surface may be defined by an implicit function, a volume dataset, or a polygonal mesh. Our simulation combines and extends previous work in developmental \nmodels and constrained particle systems.","PeriodicalId":447770,"journal":{"name":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","volume":"22 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"1995-09-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"167","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 22nd annual conference on Computer graphics and interactive techniques","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/218380.218447","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 167

Abstract

We propose an approach for modeling surface details such as scales, feathers, or thorns. These types of cellular textures require a representation with more detail than texture-mapping but are inconvenient to model with hand-crafted geometry. We generate patterns of geometric elements using a biologically-motivated cellular development simulation together with a constraint to keep the cells on a surface. The surface may be defined by an implicit function, a volume dataset, or a polygonal mesh. Our simulation combines and extends previous work in developmental models and constrained particle systems.
细胞纹理生成
我们提出了一种建模表面细节的方法,如鳞片、羽毛或刺。这些类型的细胞纹理需要比纹理映射更详细的表示,但不方便用手工制作的几何形状建模。我们使用生物驱动的细胞发育模拟以及约束来保持细胞在表面上生成几何元素的模式。表面可以由隐式函数、体积数据集或多边形网格定义。我们的模拟结合并扩展了以前在发展模型和约束粒子系统方面的工作。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信