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Content-aware texture deformation with dynamic control
Computers & Graphics ( IF 2.5 ) Pub Date : 2020-10-01 , DOI: 10.1016/j.cag.2020.07.006
Geoffrey Guingo , Frédéric Larue , Basile Sauvage , Nicolas Lutz , Jean-Michel Dischler , Marie-Paule Cani

Abstract Textures improve the appearance of virtual scenes by mapping visual details on the surface of 3D objects. Various scenarios – such as real-time animation, interactive texture modelling, or offline post-production – require textures to be deformed in a controllable and plausible manner. We propose a novel approach to model and control texture deformations, which is easy to implement in a standard graphics pipeline. The deformation is implemented at pixel resolution as a warping in the parametric domain. The warping is controlled locally and dynamically by real-time integration along the streamlines of a pre-computed flow field. We propose a technique to pre-compute the flow field from a simple scalar map representing heterogeneous dynamic behaviors. Moreover, to manage sampling issues arising in over-stretched areas during deformation, we provide a mechanism based on re-sampling and texture synthesis. Warping may alternatively be controlled by deformation of the underlying surface, environment parameters or interactive editing, which demonstrates the versatility of our approach.

中文翻译:

具有动态控制的内容感知纹理变形

摘要纹理通过在 3D 对象表面映射视觉细节来改善虚拟场景的外观。各种场景——例如实时动画、交互式纹理建模或离线后期制作——都需要以可控和合理的方式对纹理进行变形。我们提出了一种建模和控制纹理变形的新方法,它很容易在标准图形管道中实现。变形在像素分辨率下实现为参数域中的翘曲。通过沿着预先计算的流场的流线实时集成本地和动态地控制翘曲。我们提出了一种从表示异构动态行为的简单标量图预先计算流场的技术。此外,为了管理变形过程中过度拉伸区域出现的采样问题,我们提供了一种基于重采样和纹理合成的机制。变形也可以通过底层表面的变形、环境参数或交互式编辑来控制,这证明了我们方法的多功能性。
更新日期:2020-10-01
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