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

Proceedings of the ACM on Computer Graphics and Interactive Techniques, vol. 3, pp. 1–19

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).

Authors 3

  1. RWTH Aachen University

    Affiliation as printed

    Visual Computing Institute, RWTH Aachen University, Ahornstraße, Aachen, Germany

  2. RWTH Aachen University

    Affiliation as printed

    Visual Computing Institute, RWTH Aachen University, Ahornstraße, Aachen, Germany

  3. RWTH Aachen University

    Affiliation as printed

    Visual Computing Institute, RWTH Aachen University, Ahornstraße, Aachen, Germany

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References 37