A Space Filling Algorithm for Generating Procedural Geometry and Texture

P. Bourke
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引用次数: 2

Abstract

Here we present an algorithm for procedurally generating a range of digital assets including 2 dimensional textures and 2.5 dimensional texture roughness. The approach involves placing shapes randomly, without overlap and with a monotonically decreasing area, within a region on a plane (the 2 dimensional texture). If the process is continued to infinity then the result is space filling thus providing a variable and potentially infinite degree of visual detail. It will be proposed and illustrated that the process is independent of the actual shape being used and as such can find application to a range of texture effects. As a means of generating texture and form procedurally the result has the other desirable property of being fractal, that is, self similar across scales which is characteristic of many packings that occur in nature.
一种生成过程几何和纹理的空间填充算法
在这里,我们提出了一种算法,用于程序地生成一系列数字资产,包括二维纹理和2.5维纹理粗糙度。该方法包括在平面上的一个区域(二维纹理)内随机放置形状,没有重叠,并且具有单调递减的区域。如果这个过程持续到无限,那么结果就是空间填充,从而提供一个可变的和潜在的无限程度的视觉细节。它将被提出并说明,该过程是独立的实际形状被使用,因此可以找到应用到一系列的纹理效果。作为一种生成纹理和形式的方法,结果具有分形的另一个理想特性,即跨尺度的自相似,这是自然界中发生的许多填料的特征。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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