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Texture Shaping: A Method for Modeling Arbitrarily-Shaped Volume Objects in Texture Space

Kernke, Bertram ; Sakas, Georgios (1991)
Texture Shaping: A Method for Modeling Arbitrarily-Shaped Volume Objects in Texture Space.
Second Eurographics Workshop on Rendering. Proceedings.
Konferenzveröffentlichung, Bibliographie

Kurzbeschreibung (Abstract)

Texturing methods developed in the past years are well-suited for "solid objects", which possess a well-defined and sharp surface. Therefore, such methods are unadequate for texturing "foggy" volume objects. Here we propose an approach for generating density distribution defining volume objects of any arbitrary shape. Our approach is a modified spectral synthesis method operating on the spectral representations of texture and main body, and generating discrete voxel fields of the desired body shape. For that purpose, the amplitude and/or phase spectra of 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 Fourier transform. By this approach one is able to generate continuous and smooth transitions of an amorphous cloud to any desired shape.

Typ des Eintrags: Konferenzveröffentlichung
Erschienen: 1991
Autor(en): Kernke, Bertram ; Sakas, Georgios
Art des Eintrags: Bibliographie
Titel: Texture Shaping: A Method for Modeling Arbitrarily-Shaped Volume Objects in Texture Space
Sprache: Englisch
Publikationsjahr: 1991
Veranstaltungstitel: Second Eurographics Workshop on Rendering. Proceedings
Kurzbeschreibung (Abstract):

Texturing methods developed in the past years are well-suited for "solid objects", which possess a well-defined and sharp surface. Therefore, such methods are unadequate for texturing "foggy" volume objects. Here we propose an approach for generating density distribution defining volume objects of any arbitrary shape. Our approach is a modified spectral synthesis method operating on the spectral representations of texture and main body, and generating discrete voxel fields of the desired body shape. For that purpose, the amplitude and/or phase spectra of 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 Fourier transform. By this approach one is able to generate continuous and smooth transitions of an amorphous cloud to any desired shape.

Freie Schlagworte: Solid texturing, Spectral synthesis, Textures, Texture shaping, Volume objects
Fachbereich(e)/-gebiet(e): nicht bekannt
20 Fachbereich Informatik
20 Fachbereich Informatik > Graphisch-Interaktive Systeme
Hinterlegungsdatum: 16 Apr 2018 09:10
Letzte Änderung: 16 Apr 2018 09:10
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