Procedural Texture Synthesis by

Locally Controlled Spot Noise


N. Pavie , G. Gilet, J.-M. Dischler & D. Ghazanfarpour


WSCG 2016 - Pilzen

http://unil.im/LCSNoise


nicolas.pavie@unilim.fr


press "s" for speaker mode and access speaker notes

Context

Larger, more detailed scenes

  • Long authoring time

Procedural content creation

  • Procedural texture synthesis
    • By example
    • Controlled edition

Texture synthesis

Procedural Texturing by Noises
Pros


  • No Repetition
  • Compactness
  • Continuity
  • Generic
  • Fast evaluation

Can reproduce random and structured textures !

  • Local Random Phase Noise (LRPN) [Gilet et al. 2014]

Procedural Texturing by Noises
Cons

Spectral definition hard to control

  • Not very artist friendly
    • By example approach

By example noises visual edition ?

  • Visual modification = New example

Our contributions

Keeping LRPN benefits

  • Fast evaluation
  • Structures reproduction
  • By example approach

Improving spatial control

  • Over structural features
  • Over the pattern structure itself

Sparse convolution noises

Random distribution of impulses + kernel

  • Gabor kernel [Galerne et al. 2012] for example :

Sparse Convolution noises

LRP noise : regular distribution + sum of cosines

  • Produces structures using fixed phases

Sparse Convolution noises

Spot Noise : random distribution + structured kernels [Van Wijk 1991]

  • Kernel spatial structure transfered in the result

Locally Controlled Spot Noise
the noise model

Fully procedural spot noise

  • Procedural Multi-Gaussian spot
  • Controlled non-uniform distribution of impulses

Locally Controlled Spot Noise
details

  • Ellipsoidal Gaussian function as primitive

Locally Controlled Spot Noise
details

  • Ellipse fitting for kernel extraction

Locally Controlled Spot Noise
details

  • Local density functions (profiles)

Locally Controlled Spot Noise
details

  • Global density functions (i.e. noises)

Pattern edition
example

~45fps

Mixing noises

~55 fps

Mixing densities

~55 fps

Results

~60 fps

Results

~45 fps

Results

~10 fps

Results

~20fps

Limitations

Complex features modeling

  • High number of Gaussian functions

By example approach

  • Distribution is hard to extract

Conclusion

Getting back some control

  • Local features edition
    • Spot based on Gaussian ellipses
  • Pattern structure edition
    • Local density profiles
    • Global density fields

Future Works

Improving by example approach

Better ellipse decomposition techniques

Extension to 3D

Shell texture editions
3D texture synthesis by example

Thank you
for your attention