• DocumentCode
    1357351
  • Title

    Hierarchical textures

  • Author

    Glassner, A.

  • Volume
    20
  • Issue
    4
  • fYear
    2000
  • Firstpage
    104
  • Lastpage
    109
  • Abstract
    Rich, interesting patterns create an oasis of aesthetic pleasure between the arid lands of complete randomness and complete order. In addition to their inherent beauty, patterns prove useful in graphics when we use them as textures. Textures were originally used to add color detail to shapes. Today, textures control everything from shape details to the placement of extras in digital crowd scenes. Though not appropriate for everything, such patterns can be used for applications from ornamentation to creating complex 3D structures and motion. One easy and powerful way to create rich textures is to start with something simple, and then use that seed along with some rules to "grow" something more complicated. Lots of growing schemes produce both repeating and non-repeating patterns. One of the simplest techniques is called "tiling", where you place down multiple copies of a single starting shape, or tile, according to some (usually simple) rules. You can create rich tilings in surprisingly many ways. I look at a tiling technique based on using a set of simple symmetry operations.
  • Keywords
    computer graphics; image texture; symmetry; aesthetics; color detail; complex 3D structures; computer graphics; hierarchical textures; nonrepeating patterns; ornamentation; repeating patterns; rich textures; shape details; symmetry operations; texture growing schemes; tiling technique; Crystallography; Reflection; Shape; Turning;
  • fLanguage
    English
  • Journal_Title
    Computer Graphics and Applications, IEEE
  • Publisher
    ieee
  • ISSN
    0272-1716
  • Type

    jour

  • DOI
    10.1109/38.851758
  • Filename
    851758