Abstract
Well distributed point sets play an important role in a variety of
computer graphics contexts, such as anti-aliasing, global illumination,
halftoning, non-photorealistic rendering, point-based modeling
and rendering, and geometry processing. In this paper, we introduce
a novel technique for rapidly generating large point sets
possessing a blue noise Fourier spectrum and a high visual quality.
Our technique generates non-periodic point sets, distributed over
arbitrarily large areas. The local density of a point set may be prescribed
by an arbitrary target density function, without any preset
bound on the maximum density. Our technique is deterministic and
tile-based; thus, any local portion of a potentially infinite point set
may be consistently regenerated as needed. The memory footprint
of the technique is constant, and the cost to generate any local portion
of the point set is proportional to the integral over the target
density in that area. These properties make our technique highly
suitable for a variety of real-time interactive applications, some of
which are demonstrated in the paper.
Our technique utilizes a set of carefully constructed progressive and
recursive blue noise Wang tiles. The use of Wang tiles enables the
generation of infinite non-periodic tilings. The progressive point
sets inside each tile are able to produce spatially varying point densities.
Recursion allows our technique to adaptively subdivide tiles
only where high density is required, and makes it possible to zoom
into point sets by an arbitrary amount, while maintaining a constant
apparent density.
@article{KCODL06,
author = {Johannes Kopf and Daniel Cohen-Or and Oliver Deussen
and Dani Lischinski},
title = {Recursive Wang Tiles for Real-Time Blue Noise},
journal = {ACM Transactions on Graphics (Proceedings of SIGGRAPH 2006)},
year = {2006},
volume = {25},
number = {3},
pages = {509-518},
}
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