Multiresolution sampling procedure for analysis and synthesis of texture images
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Filters, Random Fields and Maximum Entropy (FRAME): Towards a Unified Theory for Texture Modeling
International Journal of Computer Vision
Fast texture synthesis using tree-structured vector quantization
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
A Parametric Texture Model Based on Joint Statistics of Complex Wavelet Coefficients
International Journal of Computer Vision - Special issue on statistical and computational theories of vision: modeling, learning, sampling and computing, Part I
A Compact Model for Viewpoint Dependent Texture Synthesis
SMILE '00 Revised Papers from Second European Workshop on 3D Structure from Multiple Images of Large-Scale Environments
Recognizing Surfaces Using Three-Dimensional Textons
ICCV '99 Proceedings of the International Conference on Computer Vision-Volume 2 - Volume 2
Texture Synthesis by Non-Parametric Sampling
ICCV '99 Proceedings of the International Conference on Computer Vision-Volume 2 - Volume 2
VAST'03 Proceedings of the 4th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
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In building 3D site models for visualization and virtual walkthrough, most emphasis so far has been on creating the 3D shape models. Less emphasis has been on creating realistic textures, e.g. to simulate building materials or vegetation. Nevertheless, the appearance of object and landscape models will depend at least as much on their textures, as on the precision of their geometry. The paper proposes a texture synthesis technique for the simulation of building materials and vegetation types. As textures can often more easily be described as a composition of subtextures than as a single texture, a hierarchical extension of our basic texture synthesis is proposed. These "composite textures" are based on a kind of metatexture concept, i.e. the layout of the different subtextures is itself modeled as a texture, that can be generated automatically. Examples are shown for building materials with an intricate structure and for the automatic creation of landscape textures.