One...YES! It is created, but not in the way you are thinking...
Sampling? The analogy does not fit in any way. All of these are created by individuals and strictly with Procedural Textures ( NODES).
Example...I needed a scale armor that reacts to light and different parts of the scale need to change color... I could have just created a texture to import ( Graphic). But it is always a flat image...edges don't react to light as it has none. Model it into the mesh...Cost in faces, render times, finished file size... then still have to texture it and run with at least 4, 2k maps per mesh... Maps eat memory and render times. Best and what ALL 3d Grafix are leaning to, Procedural Textures... with Nodes...NO more Maps, no more modeling and then having to re-topo and Bake images for your Normal/ Bump Maps ( where there is an apparent height to Flat textures ) Those in the video have taken many steps further, almost all start with a simple Cube or Sphere or Plane...Very little cost as far as mesh data. An asteroid field made up with boxes will be fare more efficient and render leaps beyond a Modeled or Sculpted Mesh + 4 basic 2k textures...and you have to model many different ones for realism. Procedurally 1 cube, one procedural texture, and as many asteroids in different sizes and shapes as you want...and will render way faster than traditional modeling, as well run faster and better in an animation...
Here is an example of the scale armor Procedural...it can be applied to any object and recolored to whatever object it needs...and is far superior as a traditional 4 map texture...1 Procedural with Nodes ( Nodes are Vectors-Mapping-Colors etc), and 1 Flat Plane+ 2 Lights as well as a HDRI world light.