MoMaS: Mold Manifold Simulation for Real-time Procedural Texturing
Abstract
The slime mold algorithm has recently been under the spotlight thanks to its compelling properties studied across many disciplines like biology, computation theory, and artificial intelligence. However, existing implementations act only on planar surfaces, and no adaptation to arbitrary surfaces is available. Inspired by this gap, we propose a novel characterization of the mold algorithm to work on arbitrary curved surfaces. Our algorithm is easily parallelizable on GPUs and allows to model the evolution of millions of agents in real-time over surface meshes with several thousand triangles, while keeping the simplicity proper of the slime paradigm. We perform a comprehensive set of experiments, providing insights on stability, behavior, and sensibility to various design choices. We characterize a broad collection of behaviors with a limited set of controllable and interpretable parameters, enabling a novel family of heterogeneous and high-quality procedural textures. The appearance and complexity of these patterns are well-suited to diverse materials and scopes, and we add another layer of generalization by allowing different mold species to compete and interact in parallel.
BibTeX
@article {10.1111:cgf.14697,
journal = {Computer Graphics Forum},
title = {{MoMaS: Mold Manifold Simulation for Real-time Procedural Texturing}},
author = {Maggioli, Filippo and Marin, Riccardo and Melzi, Simone and Rodolà, Emanuele},
year = {2022},
publisher = {The Eurographics Association and John Wiley & Sons Ltd.},
ISSN = {1467-8659},
DOI = {10.1111/cgf.14697}
}
journal = {Computer Graphics Forum},
title = {{MoMaS: Mold Manifold Simulation for Real-time Procedural Texturing}},
author = {Maggioli, Filippo and Marin, Riccardo and Melzi, Simone and Rodolà, Emanuele},
year = {2022},
publisher = {The Eurographics Association and John Wiley & Sons Ltd.},
ISSN = {1467-8659},
DOI = {10.1111/cgf.14697}
}
Collections
Related items
Showing items related by title, author, creator and subject.
-
Htex: Per-Halfedge Texturing for Arbitrary Mesh Topologies
Barbier, Wilhem; Dupuy, Jonathan (ACM Association for Computing Machinery, 2022)We introduce per-halfedge texturing (Htex) a GPU-friendly method for texturing arbitrary polygon-meshes without an explicit parameterization. Htex builds upon the insight that halfedges encode an intrinsic triangulation ... -
On Demand Solid Texture Synthesis Using Deep 3D Networks
Gutierrez, J.; Rabin, J.; Galerne, B.; Hurtut, T. (© 2020 Eurographics ‐ The European Association for Computer Graphics and John Wiley & Sons Ltd, 2020)This paper describes a novel approach for on demand volumetric texture synthesis based on a deep learning framework that allows for the generation of high‐quality three‐dimensional (3D) data at interactive rates. Based on ... -
Just-in-Time Texture Synthesis
Wang, Lili; Shi, Yulong; Chen, Yi; Popescu, Voicu (The Eurographics Association and Blackwell Publishing Ltd., 2013)Texture bombing is a texture synthesis approach that saves memory by stopping short of assembling the output texture from the arrangement of input texture patches; instead, the arrangement is used directly at run time to ...