Marching cubes: A high resolution 3D surface construction algorithm
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
Pyramid-based texture analysis/synthesis
SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
Shape transformation using variational implicit functions
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Teddy: a sketching interface for 3D freeform design
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Real-time fur over arbitrary surfaces
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
A procedural approach to authoring solid models
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Texture synthesis by fixed neighborhood searching
Texture synthesis by fixed neighborhood searching
Volumetric illustration: designing 3D models with internal textures
ACM SIGGRAPH 2004 Papers
Stereological techniques for solid textures
ACM SIGGRAPH 2004 Papers
Texture optimization for example-based synthesis
ACM SIGGRAPH 2005 Papers
ACM SIGGRAPH 2005 Papers
IEEE Transactions on Visualization and Computer Graphics
Solid texture synthesis from 2D exemplars
ACM SIGGRAPH 2007 papers
FiberMesh: designing freeform surfaces with 3D curves
ACM SIGGRAPH 2007 papers
SBIM '07 Proceedings of the 4th Eurographics workshop on Sketch-based interfaces and modeling
Example-based hair geometry synthesis
ACM SIGGRAPH 2009 papers
Layered solid texture synthesis from a single 2D exemplar
SIGGRAPH '09: Posters
Feature-aligned shape texturing
ACM SIGGRAPH Asia 2009 papers
Chaos and Graphics: Synthesizing solid particle textures via a visual hull algorithm
Computers and Graphics
ACM SIGGRAPH 2010 papers
Local resampling for patch-based texture synthesis in vector fields
International Journal of Computer Applications in Technology
Volumetric modeling with diffusion surfaces
ACM SIGGRAPH Asia 2010 papers
Indirect shader domain rendering
ISVC'10 Proceedings of the 6th international conference on Advances in visual computing - Volume Part II
Geometry texture synthesis based on Laplacian texture image
Journal of Computer Science and Technology
Boundary aligned smooth 3D cross-frame field
Proceedings of the 2011 SIGGRAPH Asia Conference
Proceedings of the 2011 SIGGRAPH Asia Conference
Parameterization of star-shaped volumes using green's functions
GMP'10 Proceedings of the 6th international conference on Advances in Geometric Modeling and Processing
Model-based solid texture synthesis for anatomic volume illustration
EG VCBM'10 Proceedings of the 2nd Eurographics conference on Visual Computing for Biology and Medicine
Efficient solid texture synthesis using gradient solids
CVM'12 Proceedings of the First international conference on Computational Visual Media
Efficient synthesis of gradient solid textures
Graphical Models
Robust inside-outside segmentation using generalized winding numbers
ACM Transactions on Graphics (TOG) - SIGGRAPH 2013 Conference Proceedings
Interactive cooking simulator: showing food ingredients appearance changes in frying pan cooking -
Proceedings of the 5th international workshop on Multimedia for cooking & eating activities
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We present a method for representing solid objects with spatially-varying oriented textures by repeatedly pasting solid texture exemplars. The underlying concept is to extend the 2D texture patch-pasting approach of lapped textures to 3D solids using a tetrahedral mesh and 3D texture patches. The system places texture patches according to the user-defined volumetric tensor fields over the mesh to represent oriented textures. We have also extended the original technique to handle nonhomogeneous textures for creating solid models whose textural patterns change gradually along the depth fields. We identify several texture types considering the amount of anisotropy and spatial variation and provide a tailored user interface for each. With our simple framework, large-scale realistic solid models can be created easily with little memory and computational cost. We demonstrate the effectiveness of our approach with several examples including trees, fruits, and vegetables.