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
Link To Document