Solid texturing is a powerful way to add detail to the surface of rendered objects. Perlin's "noise" is a 3D basis function used in some of the most dramatic and useful surface texture algorithms. We present a new basis function which complements Perlin noise, based on a partitioning of space into a random array of cells. We have used this new basis function to produce textured surfaces resembling flagstone-like tiled areas, organic crusty skin, crumpled paper, ice, rock, mountain ranges, and craters. The new basis function can be computed efficiently without the need for precalculation or table storage.
CITATION STYLE
Worley, S. (1996). A cellular texture basis function. In Proceedings of the 23rd Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 1996 (pp. 291–294). Association for Computing Machinery, Inc. https://doi.org/10.1145/237170.237267
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