• DocumentCode
    947540
  • Title

    Using Stochastic Modeling for Texture Generation

  • Author

    Haruyama, Shinichiro ; Barsky, Brian A.

  • Author_Institution
    University of California, Berkeley
  • Volume
    4
  • Issue
    3
  • fYear
    1984
  • fDate
    3/1/1984 12:00:00 AM
  • Firstpage
    7
  • Lastpage
    19
  • Abstract
    A new computer graphics method that uses stochastic modeling to generate highly realistic random textures has been developed. The stochastic function is applied to the normal vectors instead of the surface position. The fractional Brownian motion (fBm) form of stochastic modeling is extended by allowing different values of the self-similarity parameter h on different recursion levels. The self-similarity parameter h determines how fast a stochastic factor decreases as the recursion level becomes deeper. A large h creates a very smooth texture and a small h makes a very rough texture; this means that h can control the spatial frequency distribution. Using different self-similarity parameters for different recursion levels, the roughness can be adjusted in more detail, and even the size of the wrinkles can be easily controls. Furthermore, the height of the bumps in the texture can be controlled by the standard deviation σ.
  • Keywords
    computer graphics; stochastic processes; computer graphics method; fractional Brownian motion; normal vectors; self-similarity parameter; spatial frequency distribution; stochastic modeling; texture generation; Brushes; Computer graphics; Intensity modulation; Optical modulation; Optical reflection; Reflectivity; Rough surfaces; Stochastic processes; Surface roughness; Surface texture;
  • fLanguage
    English
  • Journal_Title
    Computer Graphics and Applications, IEEE
  • Publisher
    ieee
  • ISSN
    0272-1716
  • Type

    jour

  • DOI
    10.1109/MCG.1984.276056
  • Filename
    4055674