Procedural texturing for pixel art
Making pixel art resemble real materials
F. Siqueira Carneiro da Cunha Neto (TU Delft - Electrical Engineering, Mathematics and Computer Science)
E. Eisemann – Mentor (TU Delft - Computer Graphics and Visualisation)
P. Kellnhofer – Mentor (TU Delft - Computer Graphics and Visualisation)
M.L. Molenaar – Mentor (TU Delft - Computer Graphics and Visualisation)
Joana Gonçalves – Graduation committee member (TU Delft - Pattern Recognition and Bioinformatics)
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Abstract
In pixel art, texturing is the process of adding detail to an object to make it resemble a real material. While texturing is crucial in creating high-quality pixel art, it is an arduous process that is time consuming for artists. We present an algorithm that automates texturing by arranging elements throughout an input image in a way that implies a feature of the reproduced object, outlines its tridimensional shape, and respects the original shading. We additionally present heuristics on how to determine the color of a feature drawn over existing pixel art, and a method to create vector fields from user brush strokes. Aside from easing artists' work, this algorithm is an important step towards the procedural generation of pixel art. Quality is demonstrated by comparing results to manually authored textures.