Since the introduction of texture synthesis using a reaction-
diffusion model in the early 1990s their use has not been
widespread. This is likely due to both the difficulty in selecting pa-
rameters that result in stable, useful patterns as well as, the compu-
tational costs of producing these patterns. In this paper we present
techniques that help overcome the difficult parameter selection pro-
cess that controls the pattern development. In addition, we expand
the basic diffusion model to allow for shaped patterns. Finally, we
show that is possible to create multiple and oscillating patterns by
coupling two reaction-diffusion systems together. These techniques
have been implemented using both explicit and semi-implicit solu-
tions on a CPU and GPU. We provide sample source code of both
implementations online.
%0 Journal Article
%1 sanderson2006advanced
%A Sanderson, Allen R
%A Kirby, Robert M
%A Johnson, Chris R
%A Yang, Lingfa
%D 2006
%I Taylor & Francis
%J Journal of Graphics, GPU, and Game Tools
%K reaction-diffusion texture
%N 3
%P 47--71
%T Advanced reaction-diffusion models for texture synthesis
%U https://www.sci.utah.edu/publications/allen06/Sanderson_JGT_2006.pdf
%V 11
%X Since the introduction of texture synthesis using a reaction-
diffusion model in the early 1990s their use has not been
widespread. This is likely due to both the difficulty in selecting pa-
rameters that result in stable, useful patterns as well as, the compu-
tational costs of producing these patterns. In this paper we present
techniques that help overcome the difficult parameter selection pro-
cess that controls the pattern development. In addition, we expand
the basic diffusion model to allow for shaped patterns. Finally, we
show that is possible to create multiple and oscillating patterns by
coupling two reaction-diffusion systems together. These techniques
have been implemented using both explicit and semi-implicit solu-
tions on a CPU and GPU. We provide sample source code of both
implementations online.
@article{sanderson2006advanced,
abstract = {Since the introduction of texture synthesis using a reaction-
diffusion model in the early 1990s their use has not been
widespread. This is likely due to both the difficulty in selecting pa-
rameters that result in stable, useful patterns as well as, the compu-
tational costs of producing these patterns. In this paper we present
techniques that help overcome the difficult parameter selection pro-
cess that controls the pattern development. In addition, we expand
the basic diffusion model to allow for shaped patterns. Finally, we
show that is possible to create multiple and oscillating patterns by
coupling two reaction-diffusion systems together. These techniques
have been implemented using both explicit and semi-implicit solu-
tions on a CPU and GPU. We provide sample source code of both
implementations online.},
added-at = {2015-05-29T22:11:13.000+0200},
author = {Sanderson, Allen R and Kirby, Robert M and Johnson, Chris R and Yang, Lingfa},
biburl = {https://www.bibsonomy.org/bibtex/2e19e70e0b17dbaeab84bbe50ad6ee7be/peter.ralph},
interhash = {e3b3209a6d8a67977806a24f2b6cd6b6},
intrahash = {e19e70e0b17dbaeab84bbe50ad6ee7be},
journal = {Journal of Graphics, GPU, and Game Tools},
keywords = {reaction-diffusion texture},
number = 3,
pages = {47--71},
publisher = {Taylor \& Francis},
timestamp = {2015-05-29T22:11:13.000+0200},
title = {Advanced reaction-diffusion models for texture synthesis},
url = {https://www.sci.utah.edu/publications/allen06/Sanderson_JGT_2006.pdf},
volume = 11,
year = 2006
}