Textures & noise functions

Ceská verze

2D textures

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

Noise synthesis using sparse convolution method (J. P. Lewis)

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

Approximation of a turbulence:

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:

Noise-based textures

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


[Textures (lecture notes in Czech)], [Lecture notes (in Czech)], [CG lectures], [Computer Graphics Group]

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