摘要 :
Many natural and man-made surface patterns are created by interactions between texture elements and surface geometry. We believe that the best way to create such patterns is to synthesize a texture directly on the surface of the m...
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Many natural and man-made surface patterns are created by interactions between texture elements and surface geometry. We believe that the best way to create such patterns is to synthesize a texture directly on the surface of the model. Given a texture sample in the form of an image, we create a similar texture over an irregular mesh hierarchy that has been placed on a given surface. Our method draws upon texture synthesis methods that use image pyramids, and we use a mesh hierarchy to serve in place of such pyramids. First, we create a hierarchy of points from low to high density over a given surface, and we connect these points to form a hierarchy of meshes. Next, the user specifies a vector field over the surface that indicates the orientation of the texture. The mesh vertices on the surface are then sorted in such a way that visiting the points in order will follow the vector field and will sweep across the surface from one end to the other. Each point is then visited in turn to determine its color. The color of a particular point is found by examining the color of neighboring points and finding the best match to a similar pixel neighborhood in the given texture sample. The color assignment is done in a coarse-to-fine manner using the mesh hierarchy. A texture created this way fits the surface naturally and seamlessly.
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摘要 :
Many natural and man-made surface patterns are created by interactions between texture elements and surface geometry. We believe that the best way to create such patterns is to synthesize a texture directly on the surface of the m...
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Many natural and man-made surface patterns are created by interactions between texture elements and surface geometry. We believe that the best way to create such patterns is to synthesize a texture directly on the surface of the model. Given a texture sample in the form of an image, we create a similar texture over an irregular mesh hierarchy that has been placed on a given surface. Our method draws upon texture synthesis methods that use image pyramids, and we use a mesh hierarchy to serve in place of such pyramids. First, we create a hierarchy of points from low to high density over a given surface, and we connect these points to form a hierarchy of meshes. Next, the user specifies a vector field over the surface that indicates the orientation of the texture. The mesh vertices on the surface are then sorted in such a way that visiting the points in order will follow the vector field and will sweep across the surface from one end to the other. Each point is then visited in turn to determine its color. The color of a particular point is found by examining the color of neighboring points and finding the best match to a similar pixel neighborhood in the given texture sample. The color assignment is done in a coarse-to-fine manner using the mesh hierarchy. A texture created this way fits the surface naturally and seamlessly.
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摘要 :
We propose a method for three-dimensional surface details mapping and rendering based on conventional relief texture mapping. The depth extrema of intersection points within a viewing cone are computed and stored in a minmax textu...
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We propose a method for three-dimensional surface details mapping and rendering based on conventional relief texture mapping. The depth extrema of intersection points within a viewing cone are computed and stored in a minmax texture in the preprocessing time. This texture is then used to narrow down the search space of ray-height-field intersection during rendering. As experimental results show, our method presents better visual quality and efficiency than previous proposed related methods[14][3][6][1][12][11][8].
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摘要 :
Texture Mapping plays a very important role in Computer Graphics. Texture Synthesis is one of main methods to obtain textures, it makes use of sample textures to generate new textures. Texture Transfer is based on Texture Synthesi...
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Texture Mapping plays a very important role in Computer Graphics. Texture Synthesis is one of main methods to obtain textures, it makes use of sample textures to generate new textures. Texture Transfer is based on Texture Synthesis, it renders objects with textures taken from different objects. Currently, most of Texture Synthesis and Transfer methods use a single sample texture. A method for Texture Synthesis and Transfer from multi samples was presented. For texture synthesis, the L-shaped neighborhood searching approach was used. Users specify the proportion of each sample, the number of seed points, and these seed points are scattered randomly according to their samples in horizontal and vertical direction synchronously to synthesize textures. The synthesized textures are very good. For texture transfer, the luminance of the target image and the sample textures are analyzed. This procedure is from coarse to fine, and can produce a visually pleasing result.
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摘要 :
Texture Mapping plays a very important role in Computer Graphics. Texture Synthesis is one of main methods to obtain textures, it makes use of sample textures to generate new textures. Texture Transfer is based on Texture Synthesi...
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Texture Mapping plays a very important role in Computer Graphics. Texture Synthesis is one of main methods to obtain textures, it makes use of sample textures to generate new textures. Texture Transfer is based on Texture Synthesis, it renders objects with textures taken from different objects. Currently, most of Texture Synthesis and Transfer methods use a single sample texture. A method for Texture Synthesis and Transfer from multi samples was presented. For texture synthesis, the L-shaped neighborhood searching approach was used. Users specify the proportion of each sample, the number of seed points, and these seed points are scattered randomly according to their samples in horizontal and vertical direction synchronously to synthesize textures. The synthesized textures are very good. For texture transfer, the luminance of the target image and the sample textures are analyzed. This procedure is from coarse to fine, and can produce a visually pleasing result.
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摘要 :
View-dependent multiresolution meshes allow smooth interactive animation and optionally time-critical rendering of huge geometric data-sets and are therefore an important tool for large-model visualization. So far most viewd-epend...
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View-dependent multiresolution meshes allow smooth interactive animation and optionally time-critical rendering of huge geometric data-sets and are therefore an important tool for large-model visualization. So far most viewd-ependent rendering frameworks are restricted to models with a topologically simple texture mapping. Our approach overcomes this restriction with a new texturing technique, which allows texture mapping during the runtime simplification process. In fact, novel algorithm generates a graph of textures in a preprocess automatically. This texture graph is furthermore integrated into a view-dependent rendering approach. Particularly we perform a texture validation step for the whole vertex tree, which is the basic data structure in the framework. At runtime the vertex tree is traversed and we introduce a texture proxy map to assure correct texture mapping during view-dependent rendering. Additionally the new technique allows us to guarantee a constant frame rate. Finally the resultsof our method enhancing visual detail of geometric models are shown.
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A Texture Atlas is an efficient color representation for 3D Paint Systems. The model to be textured is decomposed into charts homeomorphic to discs, each chart is parameterized, and the unfolded charts are packed in texture space....
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A Texture Atlas is an efficient color representation for 3D Paint Systems. The model to be textured is decomposed into charts homeomorphic to discs, each chart is parameterized, and the unfolded charts are packed in texture space. Existing texture atlas methods for triangulated surfaces suffer from several limitations, requiring them to generate a large number of small charts with simple borders. The discontinuities between the charts cause artifacts, and make it difficult to paint large areas with regular patterns.In this paper, our main contribution is a new quasi-conformal parameterization method, based on a least-squares approximation of the Cauchy-Riemann equations. The so-defined objective function minimizes angle deformations, and we prove the following properties: the minimum is unique, independent of a similarity in texture space, independent of the resolution of the mesh and cannot generate triangle flips. The function is numerically well behaved and can therefore be very efficiently minimized. Our approach is robust, and can parameterize large charts with complex borders.We also introduce segmentation methods to decompose the model into charts with natural shapes, and a new packing algorithm to gather them in texture space. We demonstrate our approach applied to paint both scanned and modeled data sets.
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摘要 :
A Texture Atlas is an efficient color representation for 3D Paint Systems. The model to be textured is decomposed into charts homeomorphic to discs, each chart is parameterized, and the unfolded charts are packed in texture space....
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A Texture Atlas is an efficient color representation for 3D Paint Systems. The model to be textured is decomposed into charts homeomorphic to discs, each chart is parameterized, and the unfolded charts are packed in texture space. Existing texture atlas methods for triangulated surfaces suffer from several limitations, requiring them to generate a large number of small charts with simple borders. The discontinuities between the charts cause artifacts, and make it difficult to paint large areas with regular patterns.In this paper, our main contribution is a new quasi-conformal parameterization method, based on a least-squares approximation of the Cauchy-Riemann equations. The so-defined objective function minimizes angle deformations, and we prove the following properties: the minimum is unique, independent of a similarity in texture space, independent of the resolution of the mesh and cannot generate triangle flips. The function is numerically well behaved and can therefore be very efficiently minimized. Our approach is robust, and can parameterize large charts with complex borders.We also introduce segmentation methods to decompose the model into charts with natural shapes, and a new packing algorithm to gather them in texture space. We demonstrate our approach applied to paint both scanned and modeled data sets.
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摘要 :
A light field parameterized on the surface offers a natural and intuitive description of the view-dependent appearance of scenes with complex reflectance properties. To enable the use of surface light fields in real-time rendering...
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A light field parameterized on the surface offers a natural and intuitive description of the view-dependent appearance of scenes with complex reflectance properties. To enable the use of surface light fields in real-time rendering we develop a compact representation suitable for an accelerated graphics pipeline. We propose to approximate the light field data by partitioning it over elementary surface primitives and factorizing each part into a small set of lower-dimensional functions. We show that our representation can be further compressed using standard image compression techniques leading to extremely compact data sets that are up to four orders of magnitude smaller than the input data. Finally, we develop an image-based rendering method, light field mapping, that can visualize surface light fields directly from this compact representation at interactive frame rates on a personal computer. We also implement a new method of approximating the light field data that produces positive only factorsallowing for faster rendering using simpler graphics hardware than earlier methods. We demonstrate the results for a variety of non-trivial synthetic scenes and physical objects scanned through 3D photography.
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摘要 :
A light field parameterized on the surface offers a natural and intuitive description of the view-dependent appearance of scenes with complex reflectance properties. To enable the use of surface light fields in real-time rendering...
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A light field parameterized on the surface offers a natural and intuitive description of the view-dependent appearance of scenes with complex reflectance properties. To enable the use of surface light fields in real-time rendering we develop a compact representation suitable for an accelerated graphics pipeline. We propose to approximate the light field data by partitioning it over elementary surface primitives and factorizing each part into a small set of lower-dimensional functions. We show that our representation can be further compressed using standard image compression techniques leading to extremely compact data sets that are up to four orders of magnitude smaller than the input data. Finally, we develop an image-based rendering method, light field mapping, that can visualize surface light fields directly from this compact representation at interactive frame rates on a personal computer. We also implement a new method of approximating the light field data that produces positive only factorsallowing for faster rendering using simpler graphics hardware than earlier methods. We demonstrate the results for a variety of non-trivial synthetic scenes and physical objects scanned through 3D photography.
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