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dc.contributor.authorDerouet-Jourdan, Alexandreen_US
dc.contributor.authorSalvati, Marcen_US
dc.contributor.authorJonchier, Théoen_US
dc.contributor.editorAlliez, Pierre and Pellacini, Fabioen_US
dc.date.accessioned2019-05-05T17:40:26Z
dc.date.available2019-05-05T17:40:26Z
dc.date.issued2019
dc.identifier.issn1467-8659
dc.identifier.urihttps://doi.org/10.1111/cgf.13635
dc.identifier.urihttps://diglib.eg.org:443/handle/10.1111/cgf13635
dc.description.abstractThe game and movie industries always face the challenge of reproducing materials. This problem is tackled by combining illumination models and various textures (painted or procedural patterns). Generating stochastic wall patterns is crucial in the creation of a wide range of backgrounds (castles, temples, ruins...). A specific Wang tile set was introduced previously to tackle this problem, in an iterative fashion. However, long lines may appear as visual artifacts. We use this tile set in a new on-the-fly procedure to generate stochastic wall patterns. For this purpose, we introduce specific hash functions implementing a constrained Wang tiling. This technique makes possible the generation of boundless textures while giving control over the maximum line length. The algorithm is simple and easy to implement, and the wall structure we get from the tiles allows to achieve visuals that reproduce all the small details of artist painted walls.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.subjectComputing methodologies
dc.subjectTexturing
dc.titleGenerating Stochastic Wall Patterns On-the-fly with Wang Tilesen_US
dc.description.seriesinformationComputer Graphics Forum
dc.description.sectionheadersBetter Patterns
dc.description.volume38
dc.description.number2
dc.identifier.doi10.1111/cgf.13635
dc.identifier.pages255-264


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