Cellular texture generation

K. Fleischer, D. Laidlaw, B. L. Currin, A. Barr
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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.
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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。
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