Abstract To deal with the increasing demand for complex visual details in virtual worlds, procedural methods for content authoring are an expanding field in Computer Graphics. Focusing on-the-fly texture generation, we present in this paper a content authoring process based on Locally Controlled Spot Noise. Through the control of both the impulses distribution and the spatially-defined kernel, this process can cover a wide range of appearances. In this context, we introduce a new kernel formulation that provides an efficient anisotropic filtering of the generated texture. Furthermore, our method allows users to interactively create the desired appearance by controlling both albedo and meso-geometry of the underlying surface, tackling on-the-fly normal map generation. Our method can be used as an artist friendly tool to model high-quality surface details with direct control over the final appearance in real-time.
Local spot noise for procedural surface details synthesis
Arthur Cavalier,G. Gilet,D. Ghazanfarpour
Published 2019 in Computers & graphics
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- Publication year
2019
- Venue
Computers & graphics
- Publication date
2019-12-01
- Fields of study
Computer Science
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