# Wang Tiles for image and texture generation

@article{Cohen2003WangTF, title={Wang Tiles for image and texture generation}, author={Michael F. Cohen and Jonathan Shade and Stefan Hiller and Oliver Deussen}, journal={ACM SIGGRAPH 2003 Papers}, year={2003} }

We present a simple stochastic system for non-periodically tiling the plane with a small set of Wang Tiles. The tiles may be filled with texture, patterns, or geometry that when assembled create a continuous representation. The primary advantage of using Wang Tiles is that once the tiles are filled, large expanses of non-periodic texture (or patterns or geometry) can be created as needed very efficiently at runtime.Wang Tiles are squares in which each edge is assigned a color. A valid tiling… Expand

#### Figures and Topics from this paper

#### 286 Citations

Wang Tiles for Image and Texture Generation

- 2004

This paper discusses the use of Wang Tiles for image and texture generation as originally presented in Cohen et al. , 2003. Creating large expanses of nonperiodic texture, point distributions or… Expand

Non-periodic Tiling of Procedural Noise Functions

- Computer Science
- PACMCGIT
- 2018

Modifications to several popular procedural noise functions that directly produce texture maps containing the smallest complete Wang tile set are presented, enabling non-periodic tiling of these noise functions and textures based on them, both at runtime and as a preprocessing step. Expand

Self-coherent tile set for texture generation

- Computer Science, Engineering
- International Conference On Virtual Reality and Its Applications in Industry
- 2004

A mechanism is developed to generate a set of self-coherent tiles with similar borders but different visual content in order to efficiently create as much non-periodic effect as needed in real-time. Expand

Texture tiling on arbitrary topological surfaces using wang tiles

- Mathematics, Computer Science
- EGSR '05
- 2005

This paper reformulates the texture tiling mechanism of Wang tiles for arbitrary topological surfaces by generating a tiling graph over the geometric dual graph of the quad-based geometry, and producing a proper tile orientation on all quad faces so that it can layout textured tiles on quads and map texture back to the input surface accordingly. Expand

Wang Tiles in Computer Graphics

- Computer Science, Mathematics
- Wang Tiles in Computer Graphics
- 2009

This book presents tile-based methods based on Wang tiles and corner tiles to solve both the efficiently synthesized and stored problems of complex signals in computer graphics and scanline stochastic tiling algorithms. Expand

Efficient texture synthesis using strict Wang Tiles

- Mathematics, Computer Science
- Graph. Model.
- 2008

The s-Wang Tiles are a stricter interpretation of the original Wang Tile design, and the tile set is also smaller than that required by @w-Tiles: only eight different tiles are required for a non-repetitive titling. Expand

Non-Periodic Corner Tilings in Computer Graphics

- Computer Science
- 2012

This dissertation investigates the use of corner tiles with color-coded corners, and presents efficient algorithms to perform such a tiling that are both more flexible and less prone to artifacts than existing algorithms. Expand

Texture Synthesis Based on Wang Tiles

- Computer Science
- 2012

This paper designs a hexagonal texture tile and believes if the authors utilize more tiles and the number of edges of each tile increases, that means, they use more colors, they can reduce periodicity in the synthesized results. Expand

A procedural object distribution function

- Mathematics, Computer Science
- TOGS
- 2005

A procedural object distribution function, a new texture basis function that distributes Procedurally generated objects over a procedurally generated texture, and a new texturing primitive that extends the range of textures that can be generated procedurally. Expand

Synthesis Texture by Tiling s-Tiles

- Computer Science
- 2006

This work presents a novel method to generate a set of texture tiles from samples, which can be seamlessly tiled into arbitrary size texture in real-time, and shows the feasibility and effectiveness of this approach. Expand

#### References

SHOWING 1-10 OF 59 REFERENCES

Pattern based procedural textures

- Computer Science
- I3D '03
- 2003

This work proposes an algorithm which procedurally determines the texture value at any surface location by aperiodically combining provided patterns according to user-defined controls such as a probability distribution (possibly non stationary). Expand

Texture synthesis on surfaces

- Mathematics, Computer Science
- SIGGRAPH
- 2001

This method draws upon texture synthesis methods that use image pyramids, and it uses a mesh hierarchy to serve in place of such pyramids to synthesize a texture directly on the surface of the model. Expand

Fast texture synthesis using tree-structured vector quantization

- Computer Science
- SIGGRAPH
- 2000

This paper presents an efficient algorithm for realistic texture synthesis derived from Markov Random Field texture models and generates textures through a deterministic searching process that accelerates this synthesis process using tree-structured vector quantization. Expand

Texture mapping progressive meshes

- Computer Science, Mathematics
- SIGGRAPH
- 2001

This work presents a method to construct a progressive mesh (PM) such that all meshes in the PM sequence share a common texture parametrization, and demonstrates using such atlases to sample color and normal maps over several models. Expand

Modeling, Animating, and Rendering Complex Scenes Using Volumetric Textures

- Computer Science
- IEEE Trans. Vis. Comput. Graph.
- 1998

The author describes how the use of volumetric textures is well suited to complex repetitive scenes containing forests, foliage, grass, hair, or fur, using a single ray per pixel. Expand

Tiling Layered Depth Images

- Mathematics
- 2000

We present a system for modeling and real-time rendering of solid terrains. Using results from the field of tiling, we show how a global 3D texture can be computed for a 2D terrain using a small set… Expand

Synthesis of bidirectional texture functions on arbitrary surfaces

- Computer Science
- SIGGRAPH
- 2002

This paper presents an algorithm for synthesizing the BTF on an arbitrary surface from a sample BTF, and describes a general search strategy, called the k-coherent search, for fast BTF synthesis using surface textons. Expand

Simulating decorative mosaics

- Computer Science, Mathematics
- SIGGRAPH
- 2001

A method for simulating decorative tile mosaics that can both reproduce the image's colours and emphasize the selected edges by placing tiles that follow the edges by leveraging the z-buffer algorithm available in many graphics cards. Expand

Surfels: surface elements as rendering primitives

- Computer Science
- SIGGRAPH
- 2000

A novel method called visibility splatting determines visible surfels and holes in the z-buffer, which makes them specifically suited for low-cost, real-time graphics, such as games. Expand

QSplat: a multiresolution point rendering system for large meshes

- Computer Science
- SIGGRAPH
- 2000

This work describes a system for representing and progressively displaying meshes that combines a multiresolution hierarchy based on bounding spheres with a rendering system based on points, which is suitable for large data sets. Expand