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CGF
2008

Lazy Solid Texture Synthesis

13 years 4 months ago
Lazy Solid Texture Synthesis
Existing solid texture synthesis algorithms generate a full volume of color content from a set of 2D example images. We introduce a new algorithm with the unique ability to restrict synthesis to a subset of the voxels, while enforcing spatial determinism. This is especially useful when texturing objects, since only a thick layer around the surface needs to be synthesized. A major difficulty lies in reducing the dependency chain of neighborhood matching, so that each voxel only depends on a small number of other voxels. Our key idea is to synthesize a volume from a set of pre-computed 3D candidates, each being a triple of interleaved 2D neighborhoods. We present an efficient algorithm to carefully select in a pre-process only those candidates forming consistent triples. This significantly reduces the search space during subsequent synthesis. The result is a new parallel, spatially deterministic solid texture synthesis algorithm which runs efficiently on the GPU. Our approach generates ...
Yue Dong, Sylvain Lefebvre, Xin Tong, George Drett
Added 09 Dec 2010
Updated 09 Dec 2010
Type Journal
Year 2008
Where CGF
Authors Yue Dong, Sylvain Lefebvre, Xin Tong, George Drettakis
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