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dc.contributor.authorArpa, Samien_US
dc.contributor.authorSüsstrunk, Sabineen_US
dc.contributor.authorHersch, Roger D.en_US
dc.contributor.editorOlga Sorkine-Hornung and Michael Wimmeren_US
dc.date.accessioned2015-04-16T07:44:25Z
dc.date.available2015-04-16T07:44:25Z
dc.date.issued2015en_US
dc.identifier.urihttp://dx.doi.org/10.1111/cgf.12557en_US
dc.description.abstractWe present a method for synthesizing high reliefs, a sculpting technique that attaches 3D objects onto a 2D surface within a limited depth range. The main challenges are the preservation of distinct scene parts by preserving depth discontinuities, the fine details of the shape, and the overall continuity of the scene. Bas relief depth compression methods such as gradient compression and depth range compression are not applicable for high relief production. Instead, our method is based on differential coordinates to bring scene elements to the relief plane while preserving depth discontinuities and surface details of the scene. We select a user-defined number of attenuation points within the scene, attenuate these points towards the relief plane and recompute the positions of all scene elements by preserving the differential coordinates. Finally, if the desired depth range is not achieved we apply a range compression. High relief synthesis is semi-automatic and can be controlled by user-defined parameters to adjust the depth range, as well as the placement of the scene elements with respect to the relief plane.en_US
dc.publisherThe Eurographics Association and John Wiley & Sons Ltd.en_US
dc.titleHigh Reliefs from 3D Scenesen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.sectionheadersFabricationen_US
dc.description.volume34en_US
dc.description.number2en_US
dc.identifier.doi10.1111/cgf.12557en_US
dc.identifier.pages253-263en_US


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