DOI: 10.5176/2251-1679_CGAT13.01

Authors: Paul Bourke, John Shier


Here we present a new algorithm that could be employed to procedurally generate a range of gaming assets including 2 dimensional textures, 2.5 dimensional texture, and 3 dimensional geometry. The approach involves placing shapes randomly, without overlap and with a monotonically decreasing area, within a region on a plane (2 dimensional texture) or within a volume (3 dimensional).

If the process is continued to infinity then the result is space filling thus providing a variable and infinite degree of visual detail. It will be proposed/illustrated that the process is independent of the actual shape being used and as such can find a wide range of potential applications.

Keywords: procedural, texture, tiling, packing, space filling.

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