This page describes an implementation proposal to Chaos Mosaic, presented on MST-TR-2000-32 Technical Report of April 20, 2000, written by Ying-Qing XU, Baining GUO e Harry SHUM.

Objective

Chaos Mosaic Objective is to generate stochastic like textures for geometric frameworks exhibited on three-dimensional objects modelers and visualizers, such as games and simulators.

Motivation

Conventional textures tend to show a repetition pattern, eventually annoying or tedious when applied over large superficies such as walls, floor, ground, sea, sky, etc.

Solutions to this problem involve using larger textures, without repetition pattern, procedural or stochastic textures.

The problem with larger textures, besides memory consumption, is that they make polygon rasterization even slower on a scene generation. On the other hand, procedural textures are more efficient in terms of memory consumption, but they draw even more resources for being generated, making it impossible to use them for real-time image generation (less then 100 milliseconds per frame).

This work presents a solution for the problem of using virtual textures as large as 10000 x 10000 pixels with minimum memory consumption and high performance.

 

Team

Antonio Carlos Azambuja

Gustavo Moreira Pierre

Mauricio Hofmam


Presentation slides created on Powerpoint 2000 (in Portuguese)


This implementation is required for degree conceiving on Image Processing class, taught in IMPA during second semester of 2000, headed by professors Luis Velho and Ralph Costa Teixeira.