Feature-based probabilistic texture blending with feature variations for terrains

This source preferred by Feng Tian

Authors: Ferraris, J., Tian, F. and Gatzidis, C.

Journal: Computer Animation and Virtual Worlds

ISSN: 1546-4261

The use of linear interpolation to blend different terrain types with distinct features produces translucency artefacts that can detract from the realism of the scene. The approach presented in this paper addresses the feature agnosticism of linear blending and makes the distinction between features (bricks, cobble stone, etc.) and non-features (cement, mortar, etc.). Using the blend weights from Bloom’s texture splatting, intermittent texture transitions are generated on the fly without the need for artistic intervention. Furthermore, feature shapes are modified dynamically to give the illusion of wear and tear, thus further reducing repetition and adding authenticity to the scene. The memory footprint is constant regardless of texture complexity and uses nearly eight times less texture memory when compared to tile-based texture mapping. The scalability and diversity of our approach can be tailored to a wide range of hardware and can utilize textures of any size and shape compared to the grid layout and memory limitations of tile-based texture mapping.

This data was imported from DBLP:

Authors: Ferraris, J., Tian, F. and Gatzidis, C.

Journal: Journal of Visualization and Computer Animation

Volume: 23

Pages: 435-445

DOI: 10.1002/cav.1460

This source preferred by John Ferraris and Christos Gatzidis

This data was imported from Scopus:

Authors: Ferraris, J., Tian, F. and Gatzidis, C.

Journal: Computer Animation and Virtual Worlds

Volume: 23

Issue: 3-4

Pages: 435-445

eISSN: 1546-427X

ISSN: 1546-4261

DOI: 10.1002/cav.1460

The use of linear interpolation to blend different terrain types with distinct features produces translucency artefacts that can detract from the realism of the scene. The approach presented in this paper addresses the feature agnosticism of linear blending and makes the distinction between features (bricks, cobble stone, etc.) and non-features (cement, mortar, etc.). Using the blend weights from Bloom's texture splatting, intermittent texture transitions are generated on the fly without the need for artistic intervention. Furthermore, feature shapes are modified dynamically to give the illusion of wear and tear, thus further reducing repetition and adding authenticity to the scene. The memory footprint is constant regardless of texture complexity and uses nearly eight times less texture memory when compared to tile-based texture mapping. The scalability and diversity of our approach can be tailored to a wide range of hardware and can utilize textures of any size and shape compared to the grid layout and memory limitations of tile-based texture mapping. Copyright © 2012 John Wiley & Sons, Ltd.

This source preferred by John Ferraris and Christos Gatzidis

This data was imported from Scopus:

Authors: Ferraris, J., Tian, F. and Gatzidis, C.

Journal: Computer Animation and Virtual Worlds

eISSN: 1546-427X

ISSN: 1546-4261

This data was imported from Web of Science (Lite):

Authors: Ferraris, J., Tian, F. and Gatzidis, C.

Journal: COMPUTER ANIMATION AND VIRTUAL WORLDS

Volume: 23

Issue: 3-4

Pages: 435-445

eISSN: 1546-427X

ISSN: 1546-4261

DOI: 10.1002/cav.1460

The data on this page was last updated at 04:43 on November 23, 2017.