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Texture Synthesis over Arbitrary Manifold Surfaces

Texture Synthesis over Arbitrary Manifold Surfaces. Li-Yi Wei Marc Levoy. Computer Graphics Group Stanford University. Introduction. Synthesize a surface texture by coloring mesh vertices. +. Input Texture. Input Mesh. Result. Desirable Properties.

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Texture Synthesis over Arbitrary Manifold Surfaces

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  1. Texture Synthesis overArbitrary Manifold Surfaces Li-Yi Wei Marc Levoy Computer Graphics Group Stanford University

  2. Introduction Synthesize a surface texture by coloring mesh vertices + Input Texture Input Mesh Result

  3. Desirable Properties • Share advantages of 2D algorithm [SIGGRAPH 2000] • Quality • Efficient • General • Easy to use • Minimum distortion • Minimum discontinuity

  4. Previous Work • Texture Mapping • Global [Catmull’74, Bier’86, Levy’98] • Local • Triangle tiles [Neyret’99] • Lapped textures [Praun’00]

  5. Previous Work • 3D Texture synthesis • procedural [Perlin’85, Turk’91, Witkin’91] • from example • surface texture [Gagalowicz’86, Turk’01, Ying’01] • volume texture [Heeger’95, Ghazanfarpour ’96]

  6. Previous Work • 2D Texture from Example • pyramid matching [Heeger’95, Simoncelli’98] • block shuffling [De Bonet’97, Xu’00] • Markov Random Field [Popat’93] • neighborhood search [Efros’99, Wei’00]

  7. Copy Search noise Input pyramid Output pyramid Texture Synthesis byNeighborhood Search noise

  8. Search Surface Texture Synthesis byNeighborhood Search Input pyramid Output pyramid

  9. mesh v normal u ? ? tangent bitangent Differences betweenImages and Meshes image Our Solution mesh re-tiling [Turk’92] grid ? Pixels/Vertices user-specified relaxation random Local Orientation (Vector field) Synthesis Order scanline random ? flattening/resampling Neighborhood

  10. Process 1. Build image/mesh pyramids 2. Assign texture orientation 3. Generate texture

  11. Image & Mesh Pyramids Mesh Retiling [Turk’92]

  12. Retiling Density 24576 vertices 73728 vertices

  13. Texture Orientation • Methods for orienting textures • user-specified • random (for isotropic textures) • smooth or symmetric (for anisotropic textures) • by relaxation

  14. 4-way symmetric texture 4-way symmetric vector field Texture Orientation

  15. Texture Orientation by Relaxation • Minimize an error function • similar to [Hertzmann’00, Pedersen’95]

  16. Synthesis

  17. Synthesis : 2 Lowest Levels

  18. Random copy Synthesis : Lowest Level

  19. Copy Shooting normal Search Synthesis Pass1 : Extrapolation

  20. Copy Search Synthesis Pass2 :Full Neighborhood

  21. Neighborhood Comparison compare ?

  22. Resampled Grid Compare Resample Flatten (Maillot’93) 2D Patch Mesh Neighborhood 3D Patch

  23. Accelerating Neighborhood Search • Tree-structured Vector Quantization [Wei’00]

  24. Multiresolution Synthesis

  25. Results:Random Orientation

  26. Results:Other Orientations Random User-specified Relaxation 2-way symmetry 4-way symmetry

  27. Results smooth 4-way symmetry random

  28. Results Surface displacement smooth 2-way symmetry 2-way symmetry

  29. Summary of Differences Turk’s approach Our approach Vector field smooth random, symmetric Traversal order sweeping random Neighborhood surface marching flattening/resampling Mesh hierarchy explicit parent/child shooting normal

  30. Future Work • Texture transfer between models • Texturing animated models • Mesh signal processing

  31. More Information http://graphics.stanford.edu/projects/texture/

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