By-example synthesis of architectural textures

S. Lefebvre, S. Hornus, A. Lasram
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引用次数: 41

Abstract

Textures are often reused on different surfaces in large virtual environments. This leads to unpleasing stretch and cropping of features when textures contain architectural elements. Existing retargeting methods could adapt each texture to the size of their support surface, but this would imply storing a different image for each and every surface, saturating memory. Our new texture synthesis approach casts synthesis as a shortest path problem in a graph describing the space of images that can be synthesized. Each path in the graph describes how to form a new image by cutting strips of the source image and reassembling them in a different order. Only the paths describing the result need to be stored in memory: synthesized textures are reconstructed at rendering time. The user can control repetition of features, and may specify positional constraints. We demonstrate our approach on a variety of textures, from facades for large city rendering to structured textures commonly used in video games.
建筑肌理的实例合成
在大型虚拟环境中,纹理经常在不同的表面上重复使用。当纹理包含建筑元素时,这会导致不愉快的拉伸和裁剪特征。现有的重定位方法可以使每个纹理适应其支持表面的大小,但这意味着为每个表面存储不同的图像,使内存饱和。我们的新纹理合成方法将合成作为描述可以合成的图像空间的图中的最短路径问题。图中的每条路径都描述了如何通过切割源图像的条带并以不同的顺序重新组合它们来形成新图像。只有描述结果的路径需要存储在内存中:在渲染时重建合成纹理。用户可以控制特征的重复,并可以指定位置约束。我们在各种纹理上展示了我们的方法,从大型城市渲染的立面到电子游戏中常用的结构化纹理。
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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