A Space Filling Algorithm for Generating Procedural Geometry and Texture

Paul Bourke .

Abstract


Here we present an algorithm for procedurally
generating a range of digital assets including 2 dimensional
textures and 2.5 dimensional texture roughness. The approach
involves placing shapes randomly, without overlap and with a
monotonically decreasing area, within a region on a plane (the
2 dimensional texture). If the process is continued to infinity
then the result is space filling thus providing a variable and
potentially infinite degree of visual detail. It will be proposed
and illustrated that the process is independent of the actual
shape being used and as such can find application to a range of
texture effects. As a means of generating texture and form
procedurally the result has the other desirable property of
being fractal, that is, self similar across scales which is
characteristic of many packings that occur in nature.


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