This project addresses the problem of capturing the variability present in real-world objects. This problem has special relevance in the creation of scenes that contain multiple instances of the same object (a forest, a herd, a crowd...), in which the use of a single model produces unrealistic results.
The proposed solution uses procedural techniques to generate variations of a given 3D model. Due to the challenges that would pose trying to generalize to all kinds of models, this work focuses on the model of a horse.
This demo shows the results that can be obtained with the developed system, which is being used to generate a new variation each time a horse joins the scene. The system introduces variability in both the texture (using filters and procedural textures) and shape (using skeletons) of the original model.