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dc.contributor.authorGilet, Guillaumeen_US
dc.contributor.authorDischler, Jean-Michelen_US
dc.contributor.authorGhazanfarpour, Djamchiden_US
dc.contributor.editorC. Bregler, P. Sander, and M. Wimmeren_US
dc.date.accessioned2015-02-28T08:14:23Z
dc.date.available2015-02-28T08:14:23Z
dc.date.issued2012en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2012.03204.xen_US
dc.description.abstractA procedural pattern generation process, called multi-scale ''assemblage'' is introduced. An assemblage is defined as a multi-scale composition of ''multi-variate'' statistical figures, that can be kernel functions for defining noiselike texture basis functions, or that can be patterns for defining structured procedural textures. This paper presents two main contributions: 1) a new procedural random point distribution function, that, unlike point jittering, allow us to take into account some spatial dependencies among figures and 2) a ''multi-variate'' approach that, instead of defining finite sets of constant figures, allows us to generate nearly infinite variations of figures on-the-fly. For both, we use a ''statistical shape model'', which is a representation of shape variations. Thanks to a direct GPU implementation, assemblage textures can be used to generate new classes of procedural textures for real-time rendering by preserving all characteristics of usual procedural textures, namely: infinity, definition independency (provided the figures are also definition independent) and extreme compactness.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltd.en_US
dc.titleMulti-scale Assemblage for Procedural Texturingen_US
dc.description.seriesinformationComputer Graphics Forumen_US


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  • 31-Issue 7
    Pacific Graphics 2012 - Special Issue

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