Texture match camouflage late 1970s (original 'digital' camo)

Grey Havoc

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http://www.bbc.com/autos/story/20160324-the-story-behind-chinas-minecraft-military-camo

The pattern, which resembles the blocky graphics from the computer game Minecraft, is a stark contrast to traditional variegated “organic” camo designs that militaries have employed since the 19th Century — schemes that use blotches of complementary colours to mimic foliage and other natural features. The boldly pixelated camo, which despite some initial reluctance has seen increasing use by military forces around the world, seems counterintuitive; nothing in nature is so rigidly shaped. But it does work, and its vastly improved performance even came as a surprise to the man — a US Army officer — credited with developing it 40 years ago.

“Well when I looked at the data I think my observation was something on the order of ‘holy crap’,” recalled now-retired Lieutenant Colonel Timothy R O'Neill, PhD, when we asked him about early tests of the camo.

In the late 1970s O’Neill suggested to the US Army that square blocks of colour would disguise an armoured fighting vehicle better than large blotches. His idea was to build a pattern that would work no matter how far the vehicle is from the observer. Large patterns work well at long distances, and small patterns are better at close range. But patterns made from small squares, or pixels, can be painted to mimic both. Close up, the small patches mimic natural patterns on the scale of leaves on a tree, but from farther away, the clusters of squares create a macro texture that blends with branches, trees and shadows.

“Computer graphics were starting to come to the fore at that time — manipulated digital images,” O’Neill says. “Some people were doing work with what's called coarse quantisisation, which is simply breaking things down into squares. And it occurred to me that this would be a good way to try to imagine the texture of a background.”

'Before', and 'after' images of first test model below.
 

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