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- Jim McCabe (mccabejc@sce.com) wrote:
-
- > I know absolutely nothing about the algorithms Steve Worley uses to
- > generate his textures, but it surprises me at how long it takes to
- > generate, for example, a 752x480 IFF image ... Does anybody have
- > some insights on what's involved that takes so long ?
-
- Well, I haven't seen the source code, but that's never stopped me
- before.
-
- See the papers by Perlin and Peachey in the 1985 SIGGRAPH Proceedings
- (Computer Graphics 19(3), 279-296). A solid texture is basically a
- function of three variables f(x, y, z), where (x, y, z) is a point on
- the surface of an object. How long it takes to render a solid texture
- depends on (1) the number of points at which the function must be
- evaluated and (2) the complexity of the function.
-
- (1) generally varies with the number of pixels containing textured
- surface, while (2) has a lot to do with the number of times a trig
- function or square root have to be evaluated, since these can take
- about 10 times longer than an add or multiply.
-
- A simple concentric cylinder model for wood grain requires calls to
- square root, arctangent and sine functions, along with some ordinary
- arithmetic, for each pixel in the image involving the textured object.
- Marble can be made from the same model by adding noise to perturb the
- grain. In general, textures are built up from various combinations of
- simple shapes, sine waves and noise, and some combinations take longer
- than others.
-
- - Ernie
-
-