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Generalized Stochastic Subdivision
 ACM Transactions on Graphics
, 1987
"... This paper describes the basis for techniques such as stochastic subdivision in the theory of random processes and estimation theory. The popular stochastic subdivision construction is then generalized to provide control of the autocorrelation and spectral properties of the synthesized random functi ..."
Abstract

Cited by 37 (2 self)
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This paper describes the basis for techniques such as stochastic subdivision in the theory of random processes and estimation theory. The popular stochastic subdivision construction is then generalized to provide control of the autocorrelation and spectral properties of the synthesized random functions. The generalized construction is suitable for generating a variety of perceptually distinct highquality random functions, including those with nonfractal spectra and directional or oscillatory characteristics. It is argued that a spectral modeling approach provides a more powerful and somewhat more intuitive perceptual characterization of random processes than does the fractal model. Synthetic textures and terrains are presented as a means of visually evaluating the generalized subdivision technique. Categories and Subject Descriptors: I.3.3 [Computer Graphics]: Picture/Image Generation; I.3.7 [Computer Graphics]: Three Dimensional Graphics and Realism <F11.
Texture Synthesis for Digital Painting
, 1984
"... The problem of digital painting is considered from a signal processing viewpoint, and is reconsidered as a problem of directed texture synthesis. It is an important characteristic of natural texture that detail may be evident at many scales, and the detail at each scale may have distinct characteris ..."
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Cited by 33 (0 self)
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The problem of digital painting is considered from a signal processing viewpoint, and is reconsidered as a problem of directed texture synthesis. It is an important characteristic of natural texture that detail may be evident at many scales, and the detail at each scale may have distinct characteristics. A "sparse convolution " procedure for generating random textures with arbitrary spectral content is described. The capability of specifying the texture spectrum (and thus the amount of detail at each scale) is an improvement over stochastic texture synthesis processes which are scalebound or which have a prescribed 1/f spectrum. This spectral texture synthesis procedure provides the basis for a digital paint system which rivals the textural sophistication of traditional artistic media. Applications in terrain synthesis and texturing computerrendered objects are also shown.
Stochastic Models for Haptic Texture
, 1996
"... Recent research in haptic systems has begun to focus on the generation of textures to enhance haptic simulations. Synthetic texture generation can be achieved through the use of stochastic modeling techniques to produce random and pseudorandom texture patterns. These models are based on techniques ..."
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Cited by 29 (1 self)
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Recent research in haptic systems has begun to focus on the generation of textures to enhance haptic simulations. Synthetic texture generation can be achieved through the use of stochastic modeling techniques to produce random and pseudorandom texture patterns. These models are based on techniques used in computer graphics texture generation and textured image analysis and modeling. The goal for this project is to synthesize haptic textures that are perceptually distinct. Two new rendering methods for haptic texturing are presented for implementation of stochastic based texture models using a 3 DOF point interaction haptic interface. The synthesized textures can be used in a myriad of applications, including haptic data visualization for blind individuals and overall enhancement of haptic simulations. Keywords: haptic, synthetic texture, stochastic models, visualization 1. INTRODUCTION Haptic rendering involves the computation of forces to be generated by a forcereflecting interface...
Constructive Hypervolume Modelling
, 2001
"... This paper deals with modelling point sets with attributes. A point set in a geometric space of an arbitrary dimension is a geometric model of a real object or process under consideration. An attribute is a mathematical model of a real object or process property of an arbitrary nature (material, pho ..."
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Cited by 19 (11 self)
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This paper deals with modelling point sets with attributes. A point set in a geometric space of an arbitrary dimension is a geometric model of a real object or process under consideration. An attribute is a mathematical model of a real object or process property of an arbitrary nature (material, photometric, physical, statistical, etc.) defined for any point of the point set. We provide a survey of different modelling techniques related to point sets with attributes. This survey spans such different areas as solid modelling, heterogeneous objects modelling, scalar fields or "implicit surface" modelling, and volume graphics. Then, on the basis of this survey we formulate requirements to a general model of hypervolumes (multidimensional point sets with multiple attributes). A general hypervolume model and its components such as objects, operations, and relations are introduced and discussed. A function representation (FRep) is used as the basic model for the point set geometry and attributes represented independently using realvalued scalar functions of several variables. Each function defining the geometry or an attribute is evaluated at the given point by a procedure traversing a constructive tree structure with primitives in the leaves and operations in the nodes of the tree. This reflects the constructive nature of the symmetric approach to modelling geometry and associated attributes in multidimensional space. To demonstrate a particular application of the proposed general model, we consider in detail the problem of texturing, introduce a model of constructive hypervolume texture, and discuss its implementation. The wellknown concept of solid texturing is extended in two directions: constructive modelling of space partitions for texturing and modelling of mul...
Computer graphics for water modeling and rendering: a survey
 Future Generation Computer Systems
, 2004
"... A key topic in computer graphics is the realistic representation of natural phenomena. Among the natural objects, one of the most interesting (and most difficult to deal with) is water. Its inherent complexity, far beyond that of most artificial objects, represents an irresistible challenge for the ..."
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Cited by 9 (0 self)
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A key topic in computer graphics is the realistic representation of natural phenomena. Among the natural objects, one of the most interesting (and most difficult to deal with) is water. Its inherent complexity, far beyond that of most artificial objects, represents an irresistible challenge for the computer graphics world. Thus, during the last two decades we have witnessed an increasing number of papers addressing this problem from several points of view. However, the computer graphics community still lacks a survey classifying the vast literature on this topic, which is certainly unorganized and dispersed and hence, difficult to follow. This paper aims to fill this gap by offering a historical survey on the most relevant computer graphics techniques developed during the 1980s and 1990s for realistic modeling, rendering and animation of water.
Constructive Texturing Based on Hypervolume Modeling
 Journal of Visualization and Computer Animation
, 2004
"... The concept of solid texturing is extended in two directions: constructive modeling of space partitions for texturing and modeling of multidimensional textured objects called hypervolumes. A hypervolume is considered as a point set with attributes of both physical (density, temperature, etc.) and ph ..."
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Cited by 1 (1 self)
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The concept of solid texturing is extended in two directions: constructive modeling of space partitions for texturing and modeling of multidimensional textured objects called hypervolumes. A hypervolume is considered as a point set with attributes of both physical (density, temperature, etc.) and photometric (color, transparency, diffuse and specular reflections, etc.) nature. The point set geometry and attributes are modeled independently using realvalued scalar functions of several variables. Each realvalued function defining geometry or an attribute is evaluated at the given point by a procedure traversing a constructive tree structure with primitives in the leaves and operations in the nodes of the tree. This approach provides a framework for modeling, texturing and visualization of 3D solids, time dependent and multidimensional objects in a completely uniform manner. We introduced a special modeling language and implemented software tools supporting the proposed approach. The concept of constructive hypervolume textures is independent of the geometry representation. We provide examples of textured Frep and BRep objects as illustrations.
Parallel image generation with . . .
, 1987
"... This dissertation explores the use of an analytic visibility algorithm for the highspeed generation of antialiased images with textures. Wben visibility is known analytically before any sampling takes place, lowpass filtering for antialiasing can be done to arbitrary accuracy at a cost proportio ..."
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This dissertation explores the use of an analytic visibility algorithm for the highspeed generation of antialiased images with textures. Wben visibility is known analytically before any sampling takes place, lowpass filtering for antialiasing can be done to arbitrary accuracy at a cost proportionate to the output resolution. Furthermore, since the filtering and sampling processes can be expressed as a set of integrations over the image plane, the filtering process can be decomposed into a set of sums of integrations over each visible surface in the image plane, allowing the rendering of each visible surface to be done in parallel using an image buffer to accumulate the results. Thus, analytic visibility can serve as the basis for highspeed, highquality image synthesis. In this dissertation, algorithms for computing analytic visibility and for producing filtered renderings from the resulting visible surfaces are presented. In order to provide realtime performance, these algorithms have been
3D Solid Texture Shape Descriptors based on MultiResolution Pyramids
"... Abstract: 3D solid textures are important data for computer graphics applications, and the amount of the data is increasing. When a large number of the 3D solid textures are stored as databases, similarity search techniques and classification techniques are essential for effective use of the databas ..."
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Abstract: 3D solid textures are important data for computer graphics applications, and the amount of the data is increasing. When a large number of the 3D solid textures are stored as databases, similarity search techniques and classification techniques are essential for effective use of the databases. We have applied 3D HLAC (Higher Order Local Autocorrelation) masks to 3D solid textures for extracting shape descriptor indices. By using these indices, the database systems can search for similar 3D solid textures based on texture patterns. Since we have extended the 3D HLAC masks to handle multi resolutions of 3D solid textures by using pyramid structures, the search systems can search for various types of 3D solid textures. We have implemented an experimental system to test search and classification efficiency of 3D HLAC masks using multi resolution pyramidal structures, and the system successfully classified 3D solid textures in the databases based on similarity patterns.