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Lapped textures
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Source International Conference on Computer Graphics and Interactive Techniques archive
Proceedings of the 27th annual conference on Computer graphics and interactive techniques table of contents
Pages: 465 - 470  
Year of Publication: 2000
ISBN:1-58113-208-5
Authors
Emil Praun  Princeton University
Adam Finkelstein  Princeton University
Hugues Hoppe  Microsoft Research
Sponsor
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
Publisher
ACM Press/Addison-Wesley Publishing Co.  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 12,   Downloads (12 Months): 65,   Citation Count: 84
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ABSTRACT

We present for creating texture over an surface mesh using an example 2D texture. The approach is to identify interesting regions (texture patches) in the 2D example, and to repeatedly paste them onto the surface until it is completely covered. We call such a collection of overlapping patches a lapped texture. It is rendered using compositing operations, either into a traditional global texture map during a preprocess, or directly with the surface at runtime. The runtime compositing approach avoids resampling artifacts and drastically reduces texture memory requirements. Through a simple interface, the user specifies a tangential vector field over the surface, providing local control over the texture scale, and for anisotropic textures, the orientation. To paste a texture patch onto the surface, a surface patch is grown and parametrized over texture space. Specifically, we optimize the parametrization of each surface patch such that the tangential vector field aligns everywhere with the standard frame of the texture patch. We show that this optimization is solved efficiently as a sparse linear system.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

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DISCHLER, J. M., GHAZANFARPOUR, D., AND FREYDIER, R. Anisotropic solid texture synthesis using orthogonal 2D views. Computer Graphics Forum 17, 3 (1998), 87-96.
 
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GHAZANFARPOUR, D., AND DISCHLER, J.-M. Generation of 3D texture using multiple 2D models analysis. Computer Graphics Forum 15, 3 (1996), 311-324.
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Xu, Y., Guo, B., AND SHUM, H.-Y. Chaos mosaic: Fast and memory efficient texture synthesis. Tech. Rep. MSR-TR-2000-32, Microsoft Research, 2000.

CITED BY  84

Collaborative Colleagues:
Emil Praun: colleagues
Adam Finkelstein: colleagues
Hugues Hoppe: colleagues