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dc.contributor.authorCabral, Marcioen_US
dc.contributor.authorLefebvre, Sylvainen_US
dc.contributor.authorDachsbacher, Carstenen_US
dc.contributor.authorDrettakis, Georgeen_US
dc.date.accessioned2015-02-23T10:16:13Z
dc.date.available2015-02-23T10:16:13Z
dc.date.issued2009en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2009.01386.xen_US
dc.description.abstractModeling large architectural environments is a difficult task due to the intricate nature of these models and the complex dependencies between the structures represented. Moreover, textures are an essential part of architectural models. While the number of geometric primitives is usually relatively low (i.e., many walls are at surfaces), textures actually contain many detailed architectural elements.We present an approach for modeling architectural scenes by reshaping and combining existing textured models, where the manipulation of the geometry and texture are tightly coupled. For geometry, preserving angles such as oor orientation or vertical walls is of key importance. We thus allow the user to interactively modify lengths of edges, while constraining angles. Our texture reshaping solution introduces a measure of directional autosimilarity to focus stretching in areas of stochastic content and to preserve details in such areas.We show results on several challenging models, and show two applications: Building complex road structures from simple initial pieces and creating complex game-levels from an existing game based on pre-existing model pieces.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleStructure-Preserving Reshape for Textured Architectural Scenesen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume28en_US
dc.description.number2en_US
dc.identifier.doi10.1111/j.1467-8659.2009.01386.xen_US
dc.identifier.pages469-480en_US


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