TY - GEN
T1 - Lapped Textures
AU - Praun, Emil
AU - Finkelstein, Adam
AU - Hoppe, Hugues
N1 - Publisher Copyright:
© ACM 2000.
PY - 2000/7/1
Y1 - 2000/7/1
N2 - We present a method for creating texture over an arbitrary 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.
AB - We present a method for creating texture over an arbitrary 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.
KW - Texture synthesis
KW - parametrizations
KW - texture mapping
UR - http://www.scopus.com/inward/record.url?scp=85160282732&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85160282732&partnerID=8YFLogxK
U2 - 10.1145/344779.344987
DO - 10.1145/344779.344987
M3 - Conference contribution
AN - SCOPUS:85160282732
T3 - SIGGRAPH 2000 - Proceedings of the 27th Annual Conference on Computer Graphics and Interactive Techniques
SP - 465
EP - 470
BT - SIGGRAPH 2000 - Proceedings of the 27th Annual Conference on Computer Graphics and Interactive Techniques
PB - Association for Computing Machinery, Inc
T2 - 27th Annual Conference on Computer Graphics and Interactive Techniques, SIGGRAPH 2000
Y2 - 23 July 2000 through 28 July 2000
ER -