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A Three-Level Approach to Texture Mapping and Synthesis on 3D Surfaces

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Published:04 May 2020Publication History
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Abstract

We present a method for example-based texturing of triangular 3D meshes. Our algorithm maps a small 2D texture sample onto objects of arbitrary size in a seamless fashion, with no visible repetitions and low overall distortion. It requires minimal user interaction and can be applied to complex, multi-layered input materials that are not required to be tileable. Our framework integrates a patch-based approach with per-pixel compositing. To minimize visual artifacts, we run a three-level optimization that starts with a rigid alignment of texture patches (macro scale), then continues with non-rigid adjustments (meso scale) and finally performs pixel-level texture blending (micro scale). We demonstrate that the relevance of the three levels depends on the texture content and type (stochastic, structured, or anisotropic textures).

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                cover image Proceedings of the ACM on Computer Graphics and Interactive Techniques
                Proceedings of the ACM on Computer Graphics and Interactive Techniques  Volume 3, Issue 1
                Apr 2020
                161 pages
                EISSN:2577-6193
                DOI:10.1145/3395964
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                Copyright © 2020 ACM

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                • Published: 4 May 2020
                Published in pacmcgit Volume 3, Issue 1

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