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FAST SPATIALLY CONTROLLABLE 2D/3D TEXTURE SYNTHESIS AND MORPHING FOR MULTIPLE INPUT TEXTURES

机译:多输入纹理的快速空间可控2D / 3D纹理合成和变形

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Texture synthesis and morphing are important techniques for efficiently creating realistic textures used in scientific and entertainment applications. In this paper we present a novel fast algorithm for multi-dimensional texture synthesis and morphing that is especially suitable for parallel architectures such as GPUs or direct volume rendering (DVR) hardware. Our proposed solution generalizes the synthesis process to support higher than three-dimensional synthesis and morphing. We introduce several improvements to previous 2D synthesis algorithms, such as new appearance space attributes and an improved jitter function. We then modify the synthesis algorithm to use it for texture morphing which can be applied to arbitrary many 2D input textures and can be spatially controlled using weight maps. Our results suggest that the algorithm produces higher quality textures than alternative algorithms with similar speed. Compared to higher quality texture synthesis algorithms, our solution is considerablly faster and allows the synthesis of additional channels without affecting the running time of the synthesis at all. The method is easily extended to allow fast 3D synthesis and as another novel contribution we show several examples for morphed solid 3D textures. Overall the presented technique provides an excellent trade-off between speed and quality, is highly flexible, allows the use of arbitrary channels such as transparencies and displacement maps, can be extended to arbitrary dimensions and is suitable for a GPU-implementation.
机译:纹理综合和变形是有效创造科学和娱乐应用中使用的现实纹理的重要技术。在本文中,我们提出了一种新的快速算法,用于多维纹理合成和变形,特别适用于PPU或直接体积渲染(DVR)硬件等并行架构。我们所提出的解决方案概括了合成过程,以支持高于三维合成和变形。我们向前的2D合成算法介绍了几种改进,例如新的外观空间属性和改进的抖动功能。然后,我们修改合成算法以将其用于纹理变形,其可以应用于任意的许多2D输入纹理,并且可以使用权重映射来空间控制。我们的结果表明,该算法比具有类似速度的替代算法产生更高质量的纹理。与较高质量的纹理合成算法相比,我们的解决方案很快,允许合成附加信道,而不会影响合成的运行时间。该方法很容易扩展,以允许快速的3D合成以及另一种新颖的贡献,我们向变形实体3D纹理显示了几个示例。总的来说,所呈现的技术在速度和质量之间提供了出色的权衡,允许使用诸如透明度和位移贴图的任意通道,可以扩展到任意尺寸,并且适用于GPU实现。

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