研磨材质

Emil Praun, Adam Finkelstein, Hugues Hoppe
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引用次数: 404

摘要

我们用一个2D纹理的例子来展示如何在表面网格上创建纹理。方法是在2D示例中识别有趣的区域(纹理补丁),并将它们反复粘贴到表面上,直到它完全覆盖。我们称这样的重叠斑块的集合为重叠纹理。它使用合成操作进行渲染,或者在预处理期间将其渲染为传统的全局纹理图,或者在运行时直接与表面进行渲染。运行时合成方法避免了重新采样工件,并大大降低了纹理内存需求。通过一个简单的界面,用户指定表面上的切向矢量场,提供对纹理尺度的局部控制,以及对各向异性纹理的方向控制。为了将纹理贴片粘贴到表面上,需要在纹理空间上对表面贴片进行生长和参数化。具体来说,我们优化了每个表面贴片的参数化,使得切向量场处处与纹理贴片的标准框架对齐。我们证明这种优化是作为一个稀疏线性系统有效地解决的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Lapped textures
We present for creating texture over an surface mesh using an example 2D texture. The approach is to identify interesting regions (texture patches) in the 2D example, and to repeatedly paste them onto the surface until it is completely covered. We call such a collection of overlapping patches a lapped texture. It is rendered using compositing operations, either into a traditional global texture map during a preprocess, or directly with the surface at runtime. The runtime compositing approach avoids resampling artifacts and drastically reduces texture memory requirements. Through a simple interface, the user specifies a tangential vector field over the surface, providing local control over the texture scale, and for anisotropic textures, the orientation. To paste a texture patch onto the surface, a surface patch is grown and parametrized over texture space. Specifically, we optimize the parametrization of each surface patch such that the tangential vector field aligns everywhere with the standard frame of the texture patch. We show that this optimization is solved efficiently as a sparse linear system.
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