- 最后登录
- 2017-9-18
- 注册时间
- 2011-1-12
- 阅读权限
- 90
- 积分
- 12276
  
- 纳金币
- 5568
- 精华
- 0
|
1 Introduction
In computer graphics, with improvement in hardware performance,
more detailed production of three-dimensional (3D) models is re-
quired. However, the modeling process becomes tedious if it is
carried out manually, in particular for natural objects because of
their complexities. Therefore, it is important to generate content
procedurally or automatically in order to efficiently produce such
models. Furthermore, a purely procedural approach prevents the
user from exercising total control over the outcome. The solution
we proposed here is to combine the power of procedural modeling
with the flexibility of manual editing. In this paper, we focus on the
generation of pebble mosaics to achieve the distribution of numer-
ous pebbles while maintaining distribution controllability. Existing
research on rock modeling and digital mosaics has not focused on
user-specified arrangements, whereas in this work, we present an
interactive method for generating pebble mosaics. This is achieved
through designing an underlying tensor field that specifies the pat-
tern of pebble arrangement. The experimental results show that a
realistic visual quality is obtained using our proposed method.
2 Related Work
Miyata et al. proposed a method that packs rectangles into
two-dimensional (2D) specified regions and then creates rock
shapes by subdividing the surface in order to generate a pavement
[Miyata 01]. A method presented by Peytavie et al. [Peytavie 09]
can generate aperiodic rock piles by using tiling, a 3D Voronoi di-
agram, and an erosion simulation. Hausner proposed a method for
simulating decorative tile mosaics using a centroidal Voronoi dia-
gram [Hausner 01]. The method is used to place tiles along a spec-
ified direction field; therefore, the generated mosaic images repre-
sent a fine flow of tiling. |
|