(Computer Graphics Lecture by Kenji Igarashi, the Master of Information Science)
- Creating textures with natural complexity
- Such as mountain surfaces or grasslands
- Pre-Stored Texture
- A simple method of preparing and loading images
- Becomes difficult with larger sizes due to storage and loading processes
- Procedural Texture
- Using noise functions (which appear random and scattered)
- Noise functions only return discrete values
- By connecting the points on a graph, we can create noise waves
- Generating images with noise waves of different frequencies and amplitudes
- Higher frequencies (points on the noise function closer together) create finer details in the noise
- Overlaying multiple frequencies creates a fractal-like effect (small noise within larger noise)
- Using noise functions (which appear random and scattered)
- Texture Synthesis
- Preparing small textures in advance
- However, generating larger textures from these small sample textures
- Similar to image completion?
- Like using Photoshop for completion