“Simple cellular texturing for medieval castles” by Hall and Matthews

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    Simple cellular texturing for medieval castles

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Abstract:


    Procedurally generated 3d models and textures are becoming ever more important for content-hungry applications such as video games. Previously we reported on procedurally generating medieval castle models from landscape specifications [Colyar and Matthews 2005]. For texturing these castles a Worley cellular texture [Worley 1996] is natural, as each cell in the tesselation can represent a single stone. It has the advantage over 2d textures in that for stones going around complex corners, such as at the crenellations and machicolations surmounting a castle wall, the textures on all sides of the geometry match up [Legakis et al. 2001].

References:


    1. Chan, B., and McCool, M. 2004. Worley cellular textures in sh. In SIGGRAPH ’04: ACM SIGGRAPH 2004 Posters, ACM Press, New York, NY, USA, 18.
    2. Colyar, K. S., and Matthews, G. B. 2005. Procedural modeling of medieval castles. In SIGGRAPH ’05: ACM SIGGRAPH 2005 Posters, ACM Press, New York, NY, USA, 8.
    3. Legakis, J., Dorsey, J., and Gortler, S. 2001. Featurebased cellular texturing for architectural models. In SIGGRAPH ’01: Proceedings of the 28th annual conference on Computer graphics and interactive techniques, ACM Press, New York, NY, USA, 309–316.
    4. Worley, S. 1996. A cellular texture basis function. In SIGGRAPH ’96: Proceedings of the 23rd annual conference on Computer graphics and interactive techniques, ACM Press, New York, NY, USA, 291–294.


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