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The interest of playing with a texture generator (discovering new patterns) also comes from the fact that many reaction–diffusion patterns cannot be predicted by the theory - except for the simplest models. They require multiple trials associating chance, observations and attempts to find the rules governing the effects of the various parameters.
Procedurally generated tiling textures. In computer graphics, a procedural texture [1] is a texture created using a mathematical description (i.e. an algorithm) rather than directly stored data. The advantage of this approach is low storage cost, unlimited texture resolution and easy texture mapping. [2]
In computer graphics, it is commonly used to create textures and 3D models. In video games, it is used to automatically create large amounts of content in a game. Depending on the implementation, advantages of procedural generation can include smaller file sizes, larger amounts of content, and randomness for less predictable gameplay.
Texture synthesis is the process of algorithmically constructing a large digital image from a small digital sample image by taking advantage of its structural content. It is an object of research in computer graphics and is used in many fields, amongst others digital image editing, 3D computer graphics and post-production of films.
Currently there is a frontend to picogen, called picogen-wx (based on wxWidgets).It is encapsulated from picogen and thus communicates with it on command-line level. . Picogen-wx provides several panels to design the different aspects of a landscape, e.g. the Sun/Sky- or the Terrain-Textur
A cellular texture basis function (PDF). Proceedings of the 23rd annual conference on computer graphics and interactive techniques. acm.org. pp. 291–294. ISBN 0-89791-746-4. David S. Ebert; F. Kenton Musgrave; Darwyn Peachey; Ken Perlin; Steve Worley (2002). Texturing and Modeling: A Procedural Approach. Morgan Kaufmann. pp. 135–155.
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A cube texture indexes six texture maps from 0 to 5 in order Positive X, Negative X, Positive Y, Negative Y, Positive Z, Negative Z. [5] [6] The images are stored with the origin at the lower left of the image. The Positive X and Y faces must reverse the Z coordinate and the Negative Z face must negate the X coordinate.
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