2020
DOI: 10.1145/3384542
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A Three-Level Approach to Texture Mapping and Synthesis on 3D Surfaces

Abstract: We present a method for example-based texturing of triangular 3D meshes. Our algorithm maps a small 2D texture sample onto objects of arbitrary size in a seamless fashion, with no visible repetitions and low overall distortion. It requires minimal user interaction and can be applied to complex, multi-layered input materials that are not required to be tileable. Our framework integrates a patch-based approach with per-pixel compositing. To minimize visual artifacts, we run a three-level optimization that starts… Show more

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Cited by 3 publications
(3 citation statements)
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“…Although texture mapping technology can have a good effect in expressing small sample objects, for large-scale samples at the city level, using the same texture image in a large area will cause a large number of seams and repeated textures. In recent years, many scholars have solved the problem of texture synthesis of 3D texture mapping to a certain extent [13] [14].…”
Section: Texture Mappingmentioning
confidence: 99%
“…Although texture mapping technology can have a good effect in expressing small sample objects, for large-scale samples at the city level, using the same texture image in a large area will cause a large number of seams and repeated textures. In recent years, many scholars have solved the problem of texture synthesis of 3D texture mapping to a certain extent [13] [14].…”
Section: Texture Mappingmentioning
confidence: 99%
“…Our work mapping 3-D material property distributions to surface color relates to spatially varying texture synthesis methods that correlate variations in geometric shape with diffuse color. Examples use dimensionality reduction of overcomplete feature sets [45], local neighborhood examples [34], 2-D texture samples [51] or texture extraction [32] to create geometry consistent textures with minimal artifacts.…”
Section: Related Workmentioning
confidence: 99%
“…Less cumbersome alternatives [41,42,71] use mesh colors and hardware acceleration to avoid uv-mapping, but still require appearance data from a source. Procedural methods produce reasonably randomized textures [16,31,51] but are not adaptable to the original pattern if its color is unknown and the pattern is unique.…”
Section: Introductionmentioning
confidence: 99%