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Fast Procedural Texture Synthesis - An Approach Based on
GPU Use
Michel Alves dos Santos ∗
January, 2014
Abstract
This theme has as main objective to provide a study of capacity of
the fastest methods of procedural texture generation using the parallel
architecture of current video cards and their respective graphical process-
ing units. In this work, the focus of study will concentrate primarily
for the generation of textures through the use of noise functions, but we
will certainly consider other well known techniques. We outline recent
advances in research on this topic, discussing and comparing recent and
well-established methods.
Keywords: texture synthesis, cellular textures, stone texture synthe-
sis, gpu texture synthesis, procedural models, natural patterns, texture
mapping, optimization, parallel computing, real-time rendering, fractal
analysis, 2D texture, 3D texture, procedural noise, solid texture synthesis,
surface texture, stochastic process, Perlin noise, wavelet noise, anisotropic
noise, sparse convolution noise, Gabor noise, spot noise, filtering, stochas-
tic modelling, reaction-diffusion, spectral analysis, power spectrum esti-
mation.
∗Michel Alves dos Santos - Alves, M. - malves@cos.ufrj.br - http://www.michelalves.com. MSc. Candidate in
Computer Graphics, Image Processing and Computer Vision. http://www.lcg.ufrj.br - Laboratory of Computer
Graphics - LCG. Graduate Program in Systems Engineering and Computing (PESC). Alberto Luiz Coimbra In-
stitute for Graduate Studies and Research in Engineering - COPPE. Federal University of Rio de Janeiro (UFRJ -
http://www.ufrj.br), Brazil - Rio de Janeiro/RJ, Phone: (21) 8204-7102.
1
Bibliography: Fast Procedural Texture Synthesis - A Approach Based on
GPU Use
Michel Alves dos Santos
January, 2014
References
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1

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Texture Synthesis: An Approach Based on GPU Use

  • 1. Fast Procedural Texture Synthesis - An Approach Based on GPU Use Michel Alves dos Santos ∗ January, 2014 Abstract This theme has as main objective to provide a study of capacity of the fastest methods of procedural texture generation using the parallel architecture of current video cards and their respective graphical process- ing units. In this work, the focus of study will concentrate primarily for the generation of textures through the use of noise functions, but we will certainly consider other well known techniques. We outline recent advances in research on this topic, discussing and comparing recent and well-established methods. Keywords: texture synthesis, cellular textures, stone texture synthe- sis, gpu texture synthesis, procedural models, natural patterns, texture mapping, optimization, parallel computing, real-time rendering, fractal analysis, 2D texture, 3D texture, procedural noise, solid texture synthesis, surface texture, stochastic process, Perlin noise, wavelet noise, anisotropic noise, sparse convolution noise, Gabor noise, spot noise, filtering, stochas- tic modelling, reaction-diffusion, spectral analysis, power spectrum esti- mation. ∗Michel Alves dos Santos - Alves, M. - malves@cos.ufrj.br - http://www.michelalves.com. MSc. Candidate in Computer Graphics, Image Processing and Computer Vision. http://www.lcg.ufrj.br - Laboratory of Computer Graphics - LCG. Graduate Program in Systems Engineering and Computing (PESC). Alberto Luiz Coimbra In- stitute for Graduate Studies and Research in Engineering - COPPE. Federal University of Rio de Janeiro (UFRJ - http://www.ufrj.br), Brazil - Rio de Janeiro/RJ, Phone: (21) 8204-7102. 1
  • 2. Bibliography: Fast Procedural Texture Synthesis - A Approach Based on GPU Use Michel Alves dos Santos January, 2014 References Ashikhmin, M. (2001), Synthesizing natural textures, in ‘Proceedings of the 2001 Symposium on Interactive 3D Graphics’, ACM, New York, NY, USA, pp. 217–226. Dong, Y., Lefebvre, S., Tong, X. & Drettakis, G. (2008), Lazy solid texture synthesis, in ‘Computer Graphics Forum (Proceedings of the Eurographics Symposium on Rende- ring)’. URL http://www-sop.inria.fr/reves/Basilic/ 2008/DLTD08. Galerne, B., Lagae, A., Lefebvre, S. & Drettakis, G. (2012), ‘Gabor noise by example’, ACM Transactions on Graphics (SIGGRAPH Conference Proceedings). URL http:// www-sop.inria.fr/reves/Basilic/2012/GLLD12. Gilet, G. & Dischler, J. M. (2010), Procedural texture parti- cles, in ‘Proceedings of the 2010 ACM SIGGRAPH Sym- posium on Interactive 3D Graphics and Games’, I3D ’10, ACM, New York, NY, USA, pp. 6:1–6:1. URL http: //doi.acm.org/10.1145/1730804.1730978. Gilet, G., Dischler, J.-M. & Ghazanfarpour, D. (2012), ‘Multi-scale assemblage for procedural texturing.’, Com- put. Graph. Forum 31(7-1), 2117–2126. Hewgill, A. & Ross, B. J. (2003), ‘Procedural 3d tex- ture synthesis using genetic programming’, COMPUTERS AND GRAPHICS 28, 569–584. Hewgill, A. & Ross, B. J. (n.d.), ‘The evolution of 3d proce- dural textures’. Lagae, A. & Drettakis, G. (2011), ‘Filtering solid gabor noise’, ACM Transactions on Graphics (SIGGRAPH Con- ference Proceedings). URL http://www-sop.inria.fr/ reves/Basilic/2011/LD11. Lagae, A., Lefebvre, S. & Dutré, P. (2011), ‘Improving ga- bor noise’, IEEE Transactions on Visualization and Com- puter Graphics. URL http://www-sop.inria.fr/reves/ Basilic/2011/LLD11. Lagae, A., Lefebvre, S., Cook, R., DeRose, T., Drettakis, G., Ebert, D., Lewis, J. & Perlin, K. (2010a), ‘A survey of procedural noise functions’, Computer Graphics Forum 29(8), 2579–2600. Lagae, A., Lefebvre, S., Cook, R., DeRose, T., Drettakis, G., Ebert, D., Lewis, J., Perlin, K. & Zwicker, M. (2010b), State of the art in procedural noise functions, in H. Hauser & E. Reinhard, eds, ‘EG 2010 - State of the Art Reports’, Eurographics, Eurographics Association. URL http:// www-sop.inria.fr/reves/Basilic/2010/LLCDDELPZ10. Lagae, A., Lefebvre, S., Drettakis, G. & Dutré, P. (2009), ‘Procedural noise using sparse gabor convolution’, ACM Transactions on Graphics (SIGGRAPH Conference Proce- edings). Lefebvre, S., Hornus, S. & Lasram, A. (2010), ‘By-example synthesis of architectural textures’, ACM Transactions on Graphics (SIGGRAPH Conference Proceedings). URL http://www-sop.inria.fr/reves/Basilic/2010/LHL10. M ĺueller, G., Sarlette, R. & Klein, R. (2007), Procedural edi- ting of bidirectional texture functions, in ‘Proceedings of the 18th Eurographics Conference on Rendering Te- chniques’, EGSR’07, Eurographics Association, Aire-la- Ville, Switzerland, Switzerland, pp. 219–230. URL http: //dx.doi.org/10.2312/EGWR/EGSR07/219-230. Pietroni, N., Cignoni, P., Otaduy, M. & Scopigno, R. (2010a), ‘Solid-texture synthesis: A survey’, IEEE Comput. Graph. Appl. 30(4), 74–89. URL http://dx.doi.org/10.1109/ MCG.2009.153. Pietroni, N., Cignoni, P., Otaduy, M. A. & Scopigno, R. (2010b), ‘A survey on solid texture synthesis’, IEEE Com- puter Graphics & Applications. Ross, B. J. & Zhu, H. (2004), ‘Procedural texture evolu- tion using multi-objective optimization’, New Gen. Com- put. 22(3), 271–293. URL http://dx.doi.org/10.1007/ BF03040964. Sperl, G. (2013), ‘Procedural textures for architectural mo- dels’. Turk, G. (2001), Texture synthesis on surfaces, in ‘Pro- ceedings of the 28th Annual Conference on Computer Graphics and Interactive Techniques’, SIGGRAPH ’01, ACM, New York, NY, USA, pp. 347–354. URL http: //doi.acm.org/10.1145/383259.383297. Wei, L.-Y. & Levoy, M. (2000), Fast texture synthesis using tree-structured vector quantization, in ‘Proceedings of the 27th Annual Conference on Computer Graphics and Inte- ractive Techniques’, SIGGRAPH ’00, ACM Press/Addison- Wesley Publishing Co., New York, NY, USA, pp. 479–488. URL http://dx.doi.org/10.1145/344779.345009. Weidlich, A. & Wilkie, A. (2008), Modeling aventurescent gems with procedural textures, in ‘Proceedings of the Spring Conference on Computer Graphics (SCCG)’, ACM. Witkin, A. & Kass, M. (1991), Reaction-diffusion textures, in ‘Proceedings of the 18th Annual Conference on Com- puter Graphics and Interactive Techniques’, SIGGRAPH ’91, ACM, New York, NY, USA, pp. 299–308. URL http://doi.acm.org/10.1145/122718.122750. 1