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000255_owner-lightwave-l _Sun Oct 16 13:27:57 1994.msg
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Date: Sun, 16 Oct 1994 10:59:12 -0700 (MST)
From: Ernie Wright <ernie@gaspra.pd.com>
Subject: LightWave Wish List
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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