Fast Texture Synthesis on Arbitrary Meshes
Abstract
While texture synthesis on surfaces has received much attention in computer graphics, the ideal solution that quickly produces high-quality textures with little user intervention has remained elusive. The algorithm presented in this paper brings us closer to that goal by generating high-quality textures on arbitrary meshes in a matter of seconds. It achieves that by separating texture preprocessing from texture synthesis and accelerating the candidate search process. The result of this is a mapping of every triangle in a mesh to the original texture sample with no need for additional texture memory. The whole process is fully automatic, yet still user controllable. It also places no special restrictions on the mesh or on the texture, and the original mesh is not modified in any way. A preprocessed texture sample can be used to synthesize a texture map on any number of meshes.
BibTeX
@inproceedings {10.2312:EGWR:EGWR03:082-089,
booktitle = {Eurographics Workshop on Rendering},
editor = {Philip Dutre and Frank Suykens and Per H. Christensen and Daniel Cohen-Or},
title = {{Fast Texture Synthesis on Arbitrary Meshes}},
author = {Magda, Sebastian and Kriegman, David},
year = {2003},
publisher = {The Eurographics Association},
ISSN = {1727-3463},
ISBN = {3-905673-03-7},
DOI = {10.2312/EGWR/EGWR03/082-089}
}
booktitle = {Eurographics Workshop on Rendering},
editor = {Philip Dutre and Frank Suykens and Per H. Christensen and Daniel Cohen-Or},
title = {{Fast Texture Synthesis on Arbitrary Meshes}},
author = {Magda, Sebastian and Kriegman, David},
year = {2003},
publisher = {The Eurographics Association},
ISSN = {1727-3463},
ISBN = {3-905673-03-7},
DOI = {10.2312/EGWR/EGWR03/082-089}
}