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Steven Worley

dblp:69/1216 · DBLP profile ↗
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1ranked-venue papers
1as first author
0since 2021 · last 1996
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Rendering · 50% Visual content generation and editing · 50%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
procedural texture synthesis
0.011996
A Cellular Texture Basis Function · SIGGRAPH 1996
Visual content generation and editing
texture synthesis
0.011996
A Cellular Texture Basis Function · SIGGRAPH 1996

Methods — techniques the papers use, named apart from their topics

procedural noise · 0.0cellular partitioning · 0.0
YearPublicationVenuePosition
1996 A Cellular Texture Basis Function
abstract
Solid texturing is a powerful way to add detail to the surface of rendered objects.Perlin's "noise" is a 3D basis function used in some of the most dramatic and useful surface texture algorithms.We present a new basis function which complements Perlin noise, based on a partitioning of space into a random array of cells.We have used this new basis function to produce textured surfaces resembling flagstone-like tiled areas, organic crusty skin, crumpled paper, ice, rock, mountain ranges, and craters.The new basis function can be computed efficiently without the need for precalculation or table storage.
Steven Worley
SIGGRAPH1