Just-in-Time Texture Synthesis
dc.contributor.author | Wang, Lili | en_US |
dc.contributor.author | Shi, Yulong | en_US |
dc.contributor.author | Chen, Yi | en_US |
dc.contributor.author | Popescu, Voicu | en_US |
dc.contributor.editor | Holly Rushmeier and Oliver Deussen | en_US |
dc.date.accessioned | 2015-02-28T15:16:47Z | |
dc.date.available | 2015-02-28T15:16:47Z | |
dc.date.issued | 2013 | en_US |
dc.description.abstract | Texture bombing is a texture synthesis approach that saves memory by stopping short of assembling the output texture from the arrangement of input texture patches; instead, the arrangement is used directly at run time to texture surfaces. However, several problems remain in need of better solutions. One problem is improving texture diversification. A second problem is that mipmapping cannot be used because texel data is not stored explicitly. The lack of an appropriate level-of-detail (LoD) scheme results in severe minification artefacts. We present a just-in-time texturing method that addresses these two problems. Texture diversification is achieved by modelling a texture patch as an umbrella, a versatile hybrid 3-D geometry and texture structure with parameterized appearance. The LoD is adapted continuously with a hierarchical algorithm that acts directly on the arrangement map. Results show that our method can model and render the diversity present in nature with only small texture memory requirements.We present a just-intime texturing method that addresses these two problems. Texture diversification is achieved by modeling a texture patch as an umbrella, a versatile hybrid 3-D geometry and texture structure with parameterized appearance. The LoD is adapted continuously with a hierarchical algorithm that acts directly on the arrangement map. Results show that our method can model and render the diversity present in nature with only small texture memory requirements. | en_US |
dc.description.number | 1 | |
dc.description.seriesinformation | Computer Graphics Forum | en_US |
dc.description.volume | 32 | |
dc.identifier.doi | 10.1111/cgf.12003 | en_US |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.uri | https://doi.org/10.1111/cgf.12003 | en_US |
dc.publisher | The Eurographics Association and Blackwell Publishing Ltd. | en_US |
dc.subject | I.3.7.b [Computer Graphics] | en_US |
dc.subject | Three Dimensional Graphics and Realism | en_US |
dc.subject | Color | en_US |
dc.subject | shading | en_US |
dc.subject | shadowing and texture | en_US |
dc.subject | texture synthesis | en_US |
dc.subject | texture bombing | en_US |
dc.subject | diversification | en_US |
dc.title | Just-in-Time Texture Synthesis | en_US |