虚拟吻合的逼真纹理

A. Zalesny, D. D. Maur, R. Paget, M. Vergauwen, L. Gool
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引用次数: 2

摘要

在建造考古遗址的3D模型时,特别是在拼合(将肢解的建筑物残骸拼凑在一起)的过程中,更多的重点放在3D形状的创建上,而不是它们的纹理上。然而,整体视觉印象往往更多地取决于这些纹理,而不是底层几何的精度。本文提出了一种层次纹理建模和合成技术,以模拟建筑材料和景观的复杂外观。宏观纹理或“标签地图”规定了微纹理或“子纹理”的布局。该系统以某一植被景观的样例图像为输入,生成相应的复合纹理模型。从这些模型中,可以生成任意数量的相似,非重复的纹理(即无需逐字复制)。复合纹理模型的创建遵循一种引导过程,其中简单的纹理特征帮助生成标签映射,然后为子纹理调用更复杂的纹理描述。
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Realistic Textures for Virtual Anastylosis
In the construction of 3D models of archaeological sites, especially during the anastylosis (piecing together dismembered remains of buildings), much more emphasis has been placed on the creation of the 3D shapes rather than on their textures. Nevertheless, the overall visual impression will often depend more on these textures than on the precision of the underlying geometry. This paper proposes a hierarchical texture modeling and synthesis technique to simulate the intricate appearances of building materials and landscapes. A macrotexture or "label map" prescribes the layout of microtextures or "subtextures". The system takes example images, e.g. of a certain vegetation landscape, as input and generates the corresponding composite texture models. From such models, arbitrary amounts of similar, non-repetitive texture can be generated (i.e. without verbatim copying). The creation of the composite texture models follows a kind of bootstrap procedure, where simple texture features help to generate the label map and then more complicated texture descriptions are called on for the subtextures.
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