Feature-based probabilistic texture blending with feature variations for terrains

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

Journal: Computer Animation and Virtual Worlds

eISSN: 1546-427X

ISSN: 1546-4261

Source: Scopus

Feature-based probabilistic texture blending with feature variations for terrains

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

Abstract:

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.

Source: Scopus

Preferred by: Christos Gatzidis

Feature-based probabilistic texture blending with feature variations for terrains

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

Source: Web of Science (Lite)

Feature-based probabilistic texture blending with feature variations for terrains

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

Journal: Computer Animation and Virtual Worlds

ISSN: 1546-4261

Abstract:

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.

Source: Manual

Feature-based probabilistic texture blending with feature variations for terrains.

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

Journal: Comput. Animat. Virtual Worlds

Volume: 23

Pages: 435-445

DOI: 10.1002/cav.1460

Source: DBLP