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Texture Synthesis on Surfaces

机译:纹理综合在表面上

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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 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.
机译:通过纹理元件和表面几何形状之间的相互作用来创建许多自然和人造的表面图案。我们认为,创建这种模式的最佳方法是在模型表面上合成纹理。给定图像形式的纹理样本,我们通过放置在给定表面上的不规则网格层次结构上创建类似的纹理。我们的方法绘制了使用图像金字塔的纹理合成方法,我们使用网格层次以代替这种金字塔。首先,我们在给定曲面上从低到高密度从低密度创建一个层次结构,我们将这些点连接到形成网格的层次结构。接下来,用户指定曲面上的矢量字段,该曲面指示纹理的方向。然后,表面上的网眼顶点以这样的方式分类,以便按顺序访问点将遵循载体场,并将从一端横跨表面扫过另一端。然后依次访问每个点以确定其颜色。通过检查相邻点的颜色并找到给定纹理样本中的类似像素邻域的最佳匹配来找到特定点的颜色。使用网格层次结构以粗到精细的方式完成颜色分配。这种方式创造的纹理自然和无缝地拟合了表面。

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