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A novel anti-tiling method for real time shaders

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Fast Tile Randomization (FTR)

Interactive demonstration of a texture tiling technique that uses an overlapping diamond pattern + rotation + blending to reduced repetition artifacts. This only uses 2 texture samples, thus is ideal for real time usage.

---> Try Demo <---

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How it works

The algorithm uses two reference points (corners and centers) to create overlapping diamonds of randomly rotated texture patches, then blends between them based on distance. This creates a more natural-looking tiling pattern that reduces the obvious repetition typically seen in tiled textures.

example

Controls

  • Rotation: Controls the maximum rotation amount
  • Blend Falloff: Adjusts how sharply the algorithm transitions between rotated sections
  • Blend Offset: Modifies the center point influence
  • Scale: Adjusts the tiling scale

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A novel anti-tiling method for real time shaders

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