Sample solid: sphere
Simple procedural texture
Fractal texture: Mandelbrot set
2D texture defined by a table: bitmap
Another Earth bitmaps:
elevation map,
colormapped elevation map
2D texture defined by a table: result
2D procedural bump texture
Convolution filter: (cos(x/pi)+1)/2 (radius = 1),
constant number of pulses is generated in each box 1x1(x1)
Box size: 50x50, number of pulses: 2/box (average: 2*pi per filter area)
Box size: 50x50, number of pulses: 3/box
Box size: 50x50, number of pulses: 6/box
Box size: 50x50, number of pulses: 10/box
Box size: 20x20, number of pulses: 6/box
Box size: 8.3x8.3, number of pulses: 6/box
Box size: 3.3x3.3, number of pulses: 6/box
Sum of several continuous noise functions (while frequency is raising the amplitude is going down)
Base box size: 50x50, sum of 2 components with coefficient = 0.5:
Base box size: 50x50, sum of 4 components with coefficient = 0.5:
Base box size: 42.5x42.5, sum of 6 components with coefficient = 0.7:
Base box size: 42.5x42.5, sum of 7 components with frequency coefficient = 0.7 and
amplitude coef. = 0.8:
2D color texture, spherical mapping (note the pole):
2D bump mapping, spherical mapping:
Anisotropic 2D bump mapping:
Color 2D texture with bump mapping:
Color 3D texture (no pole!):
Wood imitation (using two noise functions):
Wood imitation with bump-mapping:
Marble imitation (using turbulence):
3D cell texture (rectangular grid):
3D cell texture (hexagonal grid):
Water surface simulation with caustics
17.12.1996, send comments/requests to Josef.Pelikan@mff.cuni.cz