
Procedural Texture Synthesis
PR, DA
Description
Procedural texture generation is a well known way for the synthesis of a large range of materials. While this approach is very powerful, it turned out that it is also rather difficult to control. This is mainly due to the fact that the space of possible solutions is much larger than the space of useful solutions. The newest literature (SIGGRAPH, EG) proposes novel techniques to explore the solution-space in order to generate good-looking results.
The goal of this thesis is to develop a method for the generation of materials which are typical for the surfaces (walls) of buildings. Additionally, the generation of those materials will have to happen interactively in real-time in order to provide the ability (1) to adjust the parameters of the material on-the-fly, and (2) to adapt the patterns of the material to the underlying geometry which can also change interactively.
Example: The figure shows an example of building materials which adapt to the geometry (see Feature-based cellular texturing for architectural models).
Task
- Research the literature on this topic.
- Design a texture synthesis approach.
- Implement an appropriate interactive texture mapping shader in exiting C#/SharpDX rendering framework.
Requirements
- Programming skills in C# and/or C++.
- Knowledge of the real-time graphics pipeline (OpenGL/DirectX)
- Basic knowledge of Texture Synthesis/Procedural Synthesis
Environment
- Visual Studio 2010 or 2012
- C#/WPF
- SharpDX