Local spot noise for procedural surface details synthesis
Résumé
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 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.
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local_spot_noise_preprint.pdf (9.43 Mo)
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local_spot_noise_supplementary.pdf (1.58 Mo)
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