Extraction of a representative tile from a near-periodic texture

Khalid Djado, R. Egli, F. Deschênes
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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.
从近周期纹理中提取具有代表性的瓷砖
在砖墙、织物、马赛克和许多其他表现中,我们周围到处都是近周期纹理。它们由一个基本的图案组成,可以提取出来,产生一个被称为瓷砖的小图像。特别是,这种纹理在游戏等虚拟环境中的3D场景中使用。然而,在显卡上为纹理分配的内存是有限的。通过平铺生成纹理可以在使用很少内存的情况下以逼真的方式渲染场景。本文提出了一种从近周期纹理中提取代表性贴图的简单方法。计算纹理的周期来确定贴图的大小。然后根据两个标准选择代表性瓷砖:避免瓷砖交界处的颜色不连续,并重新创建尽可能忠实于原始纹理的纹理。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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