Interactive Texture Synthesis on Surfaces Using Jump Maps
Abstract
We introduce a new method for fast texture synthesis on surfaces from examples. We generalize the image-based jump map texture synthesis algorithm, which partitions the task of texture synthesis into a slower analysis phase and a fast synthesis phase, by developing a new synthesis phase which works directly on arbitrary surfaces. Our method is one to two orders of magnitude faster than existing techniques, and does not generate any new texture images, enabling interactive applications for reasonably-sized meshes. This capability would be useful in many areas, including the texturing of dynamically-generated surfaces, interactive modelling applications, and rapid prototyping workflows. Our method remains simple to implement, assigning an offset in texture space to each edge of the mesh, followed by a walk over the mesh vertices to assign texture coordinates. A final step ensures each triangle receives consistent texture coordinates at its corners, and if available, texture blending can be used to improve the quality of results.
BibTeX
@inproceedings {10.2312:EGWR:EGWR03:090-096,
booktitle = {Eurographics Workshop on Rendering},
editor = {Philip Dutre and Frank Suykens and Per H. Christensen and Daniel Cohen-Or},
title = {{Interactive Texture Synthesis on Surfaces Using Jump Maps}},
author = {Zelinka, Steve and Garland, Michael},
year = {2003},
publisher = {The Eurographics Association},
ISSN = {1727-3463},
ISBN = {3-905673-03-7},
DOI = {10.2312/EGWR/EGWR03/090-096}
}
booktitle = {Eurographics Workshop on Rendering},
editor = {Philip Dutre and Frank Suykens and Per H. Christensen and Daniel Cohen-Or},
title = {{Interactive Texture Synthesis on Surfaces Using Jump Maps}},
author = {Zelinka, Steve and Garland, Michael},
year = {2003},
publisher = {The Eurographics Association},
ISSN = {1727-3463},
ISBN = {3-905673-03-7},
DOI = {10.2312/EGWR/EGWR03/090-096}
}