{"title":"Extraction of a representative tile from a near-periodic texture","authors":"Khalid Djado, R. Egli, F. Deschênes","doi":"10.1145/1101389.1101457","DOIUrl":null,"url":null,"abstract":"Near-periodic textures are all around us, in brick walls, fabrics, mosaics, and many other manifestations. They are made up of a basic motif, which can be extracted, yielding a small image known as a tile. In particular, such textures are used in 3D scenes in virtual environments like games. However, the memory allocated for textures on a video card is limited. Generating texture by tiling allows scenes to be rendered in a realistic manner while using very little memory. This paper presents a simple method for extracting a representative tile from a near-periodic texture, working from a photo. The period of the texture is calculated to determine the size of the tile. Then the representative tile is chosen based on two criteria: avoiding color discontinuities at the junction of tiles, and recreating a texture that is as faithful as possible to the original.","PeriodicalId":286067,"journal":{"name":"Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia","volume":"14 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2005-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"10","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 3rd international conference on Computer graphics and interactive techniques in Australasia and South East Asia","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/1101389.1101457","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 10
Abstract
Near-periodic textures are all around us, in brick walls, fabrics, mosaics, and many other manifestations. They are made up of a basic motif, which can be extracted, yielding a small image known as a tile. In particular, such textures are used in 3D scenes in virtual environments like games. However, the memory allocated for textures on a video card is limited. Generating texture by tiling allows scenes to be rendered in a realistic manner while using very little memory. This paper presents a simple method for extracting a representative tile from a near-periodic texture, working from a photo. The period of the texture is calculated to determine the size of the tile. Then the representative tile is chosen based on two criteria: avoiding color discontinuities at the junction of tiles, and recreating a texture that is as faithful as possible to the original.