Graph matching with subdivision surfaces for texture synthesis on surfaces

S. Bangay, C. Morkel
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引用次数: 2

Abstract

Existing texture synthesis-from example strategies for polygon meshes typically make use of three components: a multi-resolution mesh hierarchy that allows the overall nature of the pattern to be reproduced before filling in detail; a matching strategy that extends the synthesized texture using the best fit from a texture sample; and a transfer mechanism that copies the selected portion of the texture sample to the target surface. We introduce novel alternatives for each of these components. Use of √2-subdivision surfaces provides the mesh hierarchy and allows fine control over the surface complexity. Adaptive subdivision is used to create an even vertex distribution over the surface. Use of the graph defined by a surface region for matching, rather than a regular texture neighbourhood, provides for flexible control over the scale of the texture and allows simultaneous matching against multiple levels of an image pyramid created from the texture sample. We use graph cuts for texture transfer, adapting this scheme to the context of surface synthesis. The resulting surface textures are realistic, tolerant of local mesh detail and are comparable to results produced by texture neighbourhood sampling approaches.
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图匹配与细分表面纹理合成
现有的纹理合成-从多边形网格的示例策略通常使用三个组件:一个多分辨率网格层次结构,允许在详细填充之前复制图案的整体性质;利用纹理样本的最佳拟合来扩展合成纹理的匹配策略;以及将所述纹理样本的选定部分复制到所述目标表面的转移机构。我们为这些组件中的每一个引入新的替代方案。使用√2细分表面提供了网格层次结构,并允许对表面复杂性进行精细控制。自适应细分用于在表面上创建均匀的顶点分布。使用由表面区域定义的图形进行匹配,而不是常规的纹理邻域,提供了对纹理规模的灵活控制,并允许同时匹配从纹理样本创建的图像金字塔的多个级别。我们使用图切割进行纹理转移,使该方案适应表面合成的环境。所得到的表面纹理是真实的,容忍局部网格细节,并可与纹理邻域采样方法产生的结果相媲美。
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