Cellular texture generation
Kurt Fleischer, David H. Laidlaw, Bena Currin, Alan H. Barr · 1995
We proposean 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. Key Words: particle systems, developmental models, data amplification, constraints, texture mapping, bump mapping, displacement mapping 1 Introduction For several years computer graphics researchers and practitioners have been grappling with the problem of creating and displaying surfaces having an organic appearance. Texture maps, bump maps, and related methods often attain the appearanc...