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\subsubsection{Pseudo-random numbers} |
\subsubsection{Pseudo-random numbers} |
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Instead of storing a database of millions of papers, we simply generate |
Instead of storing a database of millions of papers, we generate |
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the papers procedurally\cite{texturing-and-modeling} by using |
the papers procedurally\cite{texturing-and-modeling} by using |
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repeatable sequences of pseudo-random numbers generated from a seed. |
repeatable sequences of pseudo-random numbers generated from a seed. |
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However, we do make use of pre-rendered noise in textures. This considerably |
However, we do make use of pre-rendered noise in textures. This considerably |
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limits the possibilities but is still useful. |
limits the possibilities but is still useful. |
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Rewrite: Fourier synthesis; different tradeoffs when pregenerating |
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textures!!! |
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\subsubsection{3D texture} |
\subsubsection{3D texture} |
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The shape in a 2D texture is relatively fixed. A texel always has the same neighbouring |
The shape in a 2D texture is relatively fixed. A texel always has the same neighbouring |
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coordinates are used to access the texture. This allows the same texels to occur in |
coordinates are used to access the texture. This allows the same texels to occur in |
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different contexts, allowing different shapes to come forth from the same texture. |
different contexts, allowing different shapes to come forth from the same texture. |
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XXX: rational vs irrational coordinates, shifting. |
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\subsubsection{Related texture coordinate generators} |
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If all texgens are chosen independently, the final texture will appear to |
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consist of different layers and not repeat. In order to increase the different |
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shapes in the textures, we can bind the $xy$ repeat units of two textures |
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to each other even though there is no relationship between the textures. This |
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creates a single repeating texture that is a combination of the two textures. |
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This creates shapes that repeat exactly and are therefore easy to learn for humans. |
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\subsubsection{Texture shading} |
\subsubsection{Texture shading} |
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Only available in the latest generations of consumer-level graphics |
Only available in the latest generations of consumer-level graphics |
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Creates new shapes. |
Creates new shapes. |
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Our experiments have been performed on the NV20, |
Our experiments have been performed on the NV20 and NV25, |
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\subsubsection{Texture environments / Register combiners} |
\subsubsection{Texture environments / Register combiners} |
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