J. Couto, Tiago Marcelino, Henry Braun, Diogo Strube de Lima, S. Musse
{"title":"基于叶脉图案的二维卡通裂纹生成","authors":"J. Couto, Tiago Marcelino, Henry Braun, Diogo Strube de Lima, S. Musse","doi":"10.1109/SBGAMES.2010.22","DOIUrl":null,"url":null,"abstract":"This paper presents a model for generating 2D cracks in real-time for application in games and cartoon animations. Cracks are generated based on a method previously used for leaf venation patterns. We describe a procedural model to generate cracks that can be customized for application in games, generating different visual results depending on interactive parameters. Results were visually evaluated by users and indicate that hypothesis to adopt leaf venation patterns to generate cracks is valid and possible for interactive applications.","PeriodicalId":211123,"journal":{"name":"2010 Brazilian Symposium on Games and Digital Entertainment","volume":"1 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2010-11-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"3","resultStr":"{\"title\":\"Generation of Cartoon 2D Cracks Based on Leaf Venation Patterns\",\"authors\":\"J. Couto, Tiago Marcelino, Henry Braun, Diogo Strube de Lima, S. Musse\",\"doi\":\"10.1109/SBGAMES.2010.22\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper presents a model for generating 2D cracks in real-time for application in games and cartoon animations. Cracks are generated based on a method previously used for leaf venation patterns. We describe a procedural model to generate cracks that can be customized for application in games, generating different visual results depending on interactive parameters. Results were visually evaluated by users and indicate that hypothesis to adopt leaf venation patterns to generate cracks is valid and possible for interactive applications.\",\"PeriodicalId\":211123,\"journal\":{\"name\":\"2010 Brazilian Symposium on Games and Digital Entertainment\",\"volume\":\"1 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2010-11-08\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"3\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2010 Brazilian Symposium on Games and Digital Entertainment\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/SBGAMES.2010.22\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2010 Brazilian Symposium on Games and Digital Entertainment","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SBGAMES.2010.22","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Generation of Cartoon 2D Cracks Based on Leaf Venation Patterns
This paper presents a model for generating 2D cracks in real-time for application in games and cartoon animations. Cracks are generated based on a method previously used for leaf venation patterns. We describe a procedural model to generate cracks that can be customized for application in games, generating different visual results depending on interactive parameters. Results were visually evaluated by users and indicate that hypothesis to adopt leaf venation patterns to generate cracks is valid and possible for interactive applications.