A cellular texture basis function
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Feature-based cellular texturing for architectural models
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Image quilting for texture synthesis and transfer
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Graphcut textures: image and video synthesis using graph cuts
ACM SIGGRAPH 2003 Papers
Image completion with structure propagation
ACM SIGGRAPH 2005 Papers
Seam carving for content-aware image resizing
ACM SIGGRAPH 2007 papers
Image-based procedural modeling of facades
ACM SIGGRAPH 2007 papers
Optimized scale-and-stretch for image resizing
ACM SIGGRAPH Asia 2008 papers
Multi-operator media retargeting
ACM SIGGRAPH 2009 papers
PatchMatch: a randomized correspondence algorithm for structural image editing
ACM SIGGRAPH 2009 papers
EGSR'06 Proceedings of the 17th Eurographics conference on Rendering Techniques
Computer-generated residential building layouts
ACM SIGGRAPH Asia 2010 papers
Structure-preserving retargeting of irregular 3D architecture
Proceedings of the 2011 SIGGRAPH Asia Conference
Repetition Maximization based Texture Rectification
Computer Graphics Forum
Material memex: automatic material suggestions for 3D objects
ACM Transactions on Graphics (TOG) - Proceedings of ACM SIGGRAPH Asia 2012
Procedural facade variations from a single layout
ACM Transactions on Graphics (TOG)
The Visual Computer: International Journal of Computer Graphics
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Textures are often reused on different surfaces in large virtual environments. This leads to unpleasing stretch and cropping of features when textures contain architectural elements. Existing retargeting methods could adapt each texture to the size of their support surface, but this would imply storing a different image for each and every surface, saturating memory. Our new texture synthesis approach casts synthesis as a shortest path problem in a graph describing the space of images that can be synthesized. Each path in the graph describes how to form a new image by cutting strips of the source image and reassembling them in a different order. Only the paths describing the result need to be stored in memory: synthesized textures are reconstructed at rendering time. The user can control repetition of features, and may specify positional constraints. We demonstrate our approach on a variety of textures, from facades for large city rendering to structured textures commonly used in video games.