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Synthesis of Natural Textures on 3-D Surfaces

机译:三维表面自然纹理的合成

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This paper presents a new method for the synthesis of textures of 3-D surfaces. To the authors' knowledge, one basic technique has been presented up to now in the literature. In this standard method, textures are synthesized by mapping a rectangular template onto the curved surface. This method is complex, requires substantial computing time, and presents some drawbacks such as the possibility of obtaining aliasing effects and continuity problems along the edges of the curved templates. Procedures to eliminate these problems are available but make this synthesis even more unattractive. The method proposed in this paper does not present the former drawbacks. The authors do not use a template mapping, which is a drawback in itself. The synthesis is achieved continuously on the surface, so that there are no edge effects and also no aliasing effects. This method is a simple extension of a procedure that we have proposed before in the literature for planar textures. Any kind of texture can be reproduced with a good similarity to the reference texture used. It also has the important advantage that only one set of second order statistics (a small amount of data) needs to be computed on a planar version of the reference texture to synthesize this texture on any surface and at any distance. Some results on simple surfaces are displayed (cylinder, sphere), but the method holds for any surface and is relatively quick and easy. (Author)

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