Deformed tiling and blending: application to the correction of distortions implied by texture mapping.

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Bibliographic Details
Title: Deformed tiling and blending: application to the correction of distortions implied by texture mapping.
Authors: Wendling, Q.1 (AUTHOR), Ravaglia, J.1 (AUTHOR), Sauvage, B.1 (AUTHOR)
Source: Computer Graphics Forum. May2025, Vol. 44 Issue 2, p1-10. 10p.
Subjects: Texture mapping, Parameterization, Computer graphics, Three-dimensional modeling
Abstract: The prevailing model in virtual 3D scenes is a 3D surface, which a texture is mapped onto, through a parameterization from the texture plane. We focus on accounting for the parameterization during the texture creation process, to control the deformations and remove the cuts induced by the mapping. We rely on the tiling and blending, a real‐time and parallel algorithm that generates an arbitrary large texture from a small input example. Our first contribution is to enhance the tiling and blending with a deformation field, which controls smooth spatial variations in the texture plane. Our second contribution is to derive, from a parameterized triangle mesh, a deformation field to compensate for texture distortions and to control for the texture orientation. Our third contribution is a technique to enforce texture continuity across the cuts, thanks to a proper tile selection. This opens the door to interactive sessions with artistic control, and real‐time rendering with improved visual quality. [ABSTRACT FROM AUTHOR]
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Database: Engineering Source
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Abstract:The prevailing model in virtual 3D scenes is a 3D surface, which a texture is mapped onto, through a parameterization from the texture plane. We focus on accounting for the parameterization during the texture creation process, to control the deformations and remove the cuts induced by the mapping. We rely on the tiling and blending, a real‐time and parallel algorithm that generates an arbitrary large texture from a small input example. Our first contribution is to enhance the tiling and blending with a deformation field, which controls smooth spatial variations in the texture plane. Our second contribution is to derive, from a parameterized triangle mesh, a deformation field to compensate for texture distortions and to control for the texture orientation. Our third contribution is a technique to enforce texture continuity across the cuts, thanks to a proper tile selection. This opens the door to interactive sessions with artistic control, and real‐time rendering with improved visual quality. [ABSTRACT FROM AUTHOR]
ISSN:01677055
DOI:10.1111/cgf.70011