Implicit fairing of irregular meshes using diffusion and curvature flow
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Multiresolution hierarchies on unstructured triangle meshes
Computational Geometry: Theory and Applications - Special issue on multi-resolution modelling and 3D geometry compression
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Fast texture synthesis using tree-structured vector quantization
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Texture synthesis over arbitrary manifold surfaces
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Texture and Shape Synthesis on Surfaces
Proceedings of the 12th Eurographics Workshop on Rendering Techniques
View-dependent displacement mapping
ACM SIGGRAPH 2003 Papers
Fast texture synthesis on arbitrary meshes
EGRW '03 Proceedings of the 14th Eurographics workshop on Rendering
Context-based surface completion
ACM SIGGRAPH 2004 Papers
Geometric texture synthesis by example
Proceedings of the 2004 Eurographics/ACM SIGGRAPH symposium on Geometry processing
Proceedings of the 2004 Eurographics/ACM SIGGRAPH symposium on Geometry processing
Mesh quilting for geometric texture synthesis
ACM SIGGRAPH 2006 Papers
Discrete differential forms for computational modeling
ACM SIGGRAPH 2006 Courses
Design of tangent vector fields
ACM SIGGRAPH 2007 papers
Fur simulation with spring continuum
The Visual Computer: International Journal of Computer Graphics
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We propose a new intrinsic representation of geometric texture over triangle meshes. Our approach extends the conventional height field texture representation by incorporating displacements in the tangential plane in the form of a normal tilt. This texture representation offers a good practical compromise between functionality and simplicity: it can efficiently handle and process geometric texture too complex to be represented as a height field, without having recourse to full blown mesh editing algorithms. The height-and-tilt representation proposed here is fully intrinsic to the mesh, making texture editing and animation (such as bending or waving) intuitively controllable over arbitrary base mesh. We also provide simple methods for texture extraction and transfer using our height-and-field representation.