Abstract
Texturing methods developed in the past few years are well suited for’ solid objects’, which possess a well-defined and sharp surface, but they are inadequate for texturing ’foggy’ or ’fuzzy’ volume objects, which do not possess such surfaces. Here we propose an approach for quick generating density distributions defining volume objects of arbitrary shape. Our approach is a modified spectral synthesis method operating on the spectral representations of a texture and a main body and generates discrete voxel fields of the desired body shape. For that purpose, a spectral representation of the main body and the texture are calculated first, e.g., by means of a Fourier transform. After this, the amplitude and/or phase spectra of the body and texture are first filtered adequately and then 'merged' together. The resulting spectrum is back-transformed to the (Euclidean) voxel space by means of inverse Fourier transformation. With this approach it is possible to generate continuous transitions of an amorphous and random texture to a desired shape at low computational cost.
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Sakas, G., Kernke, B. (1994). Texture Sha**: A Method for Modeling Arbitrarily Shaped Volume Objects in Texture Space. In: Brunet, P., Jansen, F.W. (eds) Photorealistic Rendering in Computer Graphics. Focus on Computer Graphics. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-57963-9_21
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DOI: https://doi.org/10.1007/978-3-642-57963-9_21
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