Texture Synthesis in a Weighted Graph Using Nth-Order Voronoi Diagrams
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We present a method to procedurally generate textures at variable resolutions using weighted graphs. Our method takes a number of input points that exist within a grid-like graph. Using the input points as site node the algorithm then assigns all the nodes in the graph to Voronoi regions by using geodesic rather than Euclidian distance. The edge weights are calculated by comparing properties of the target nodes with the site nodes of the respective regions. We have generated a number of variations of our basic algorithm that use this same mechanism to generate a range of textures. Our method allows us to chain multiple algorithms. The output of one algorithm to be the input for a successive algorithm variation and successive outputs can be combined in a variety of ways.
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Copyright © 2019 the author(s). Theses may be used for non-commercial research, educational, or related academic purposes only. Such uses include personal study, research, scholarship, and teaching. Theses may only be shared by linking to Carleton University Institutional Repository and no part may be used without proper attribution to the author. No part may be used for commercial purposes directly or indirectly via a for-profit platform; no adaptation or derivative works are permitted without consent from the copyright owner.
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mundt-texturesynthesisinaweightedgraphusingnthorder.pdf | 2023-05-05 | Public | Download |