2011Unpublished venueRequires access

Texture growing on triangle mesh

Paul Bao, Xiaoho Ma

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Abstract

Computer graphics applications often use textures to decorate virtual objects without modeling geometric details. These textures can be seamlessly generated from sample textures using texture synthesis algorithms. However, most existing texture synthesis algorithms are designed for rectangular domains and cannot be easily extended to general surfaces. In this paper, we present a novel method for texture synthesis and texture growing on triangle mesh with arbitrary topology. Using the sampled texture patches as the building blocks for texture synthesis, the visually seamless texture can be synthesized for a wide variety of textures ranging from regular to stochastic. The synthesizing process generates an initial texture block from the input texture patches and then iteratively searches for all texture blocks from the sampled texture patches to select a patch which optimizes the smoothness of the overlapping boundaries of the synthesized texture. It is showed that the proposed scheme is effective and efficient for synthesizing and growing of a wide range of textures on surfaces.

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What this paper is about

Computer graphics applications often use textures to decorate virtual objects without modeling geometric details. These textures can be seamlessly generated from sample textures using texture synthesis algorithms. However, most existing texture synthesis algorithms are designed for rectangular domains and cannot be easily extended to general surfaces. In this paper, we present a novel method for texture synthesis and texture growing on triangle mesh with arbitrary topology. Using the sampled texture patches as the building blocks for texture synthesis, the visually seamless texture can be synthesized for a wide variety of textures ranging from regular to stochastic. The synthesizing process generates an initial texture block from the input texture patches and then iteratively searches for all texture blocks from the sampled texture patches to select a patch which optimizes the smoothness of the overlapping boundaries of the synthesized texture. It is showed that the proposed scheme is effective and efficient for synthesizing and growing of a wide range of textures on surfaces.

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Available abstract

Computer graphics applications often use textures to decorate virtual objects without modeling geometric details. These textures can be seamlessly generated from sample textures using texture synthesis algorithms. However, most existing texture synthesis algorithms are designed for rectangular domains and cannot be easily extended to general surfaces. In this paper, we present a novel method for texture synthesis and texture growing on triangle mesh with arbitrary topology. Using the sampled texture patches as the building blocks for texture synthesis, the visually seamless texture can be synthesized for a wide variety of textures ranging from regular to stochastic. The synthesizing process generates an initial texture block from the input texture patches and then iteratively searches for all texture blocks from the sampled texture patches to select a patch which optimizes the smoothness of the overlapping boundaries of the synthesized texture. It is showed that the proposed scheme is effective and efficient for synthesizing and growing of a wide range of textures on surfaces.

Key concepts: Texture synthesis, Texture atlas, Texture filtering, Texture compression, Bidirectional texture function, Projective texture mapping, Texture (cosmology), Displacement mapping

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