SIGGRAPH '95 Proceedings of the 22nd annual conference on Computer graphics and interactive techniques
A cellular texture basis function
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Painterly rendering for animation
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Multiresolution sampling procedure for analysis and synthesis of texture images
Proceedings of the 24th annual conference on Computer graphics and interactive techniques
Solid texturing of complex surfaces
SIGGRAPH '85 Proceedings of the 12th 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
Fast texture synthesis using tree-structured vector quantization
Proceedings of the 27th 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
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
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Painting and rendering textures on unparameterized 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
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
Pattern based procedural textures
I3D '03 Proceedings of the 2003 symposium on Interactive 3D graphics
Graphcut textures: image and video synthesis using graph cuts
ACM SIGGRAPH 2003 Papers
Wang Tiles for image and texture generation
ACM SIGGRAPH 2003 Papers
Tile-based texture mapping on graphics hardware
Proceedings of the ACM SIGGRAPH/EUROGRAPHICS conference on Graphics hardware
GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation (Gpu Gems)
Fast scene voxelization and applications
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Real-time texture-mapped vector glyphs
I3D '06 Proceedings of the 2006 symposium on Interactive 3D graphics and games
Interactive decal compositing with discrete exponential maps
ACM SIGGRAPH 2006 Papers
GigaVoxels: ray-guided streaming for efficient and detailed voxel rendering
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Procedural noise using sparse Gabor convolution
ACM SIGGRAPH 2009 papers
ACM Transactions on Graphics (TOG)
Multi-scale Assemblage for Procedural Texturing
Computer Graphics Forum
Texture brush: an interactive surface texturing interface
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
VDB: High-resolution sparse volumes with dynamic topology
ACM Transactions on Graphics (TOG)
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We present a new interactive method to texture complex geometries at very high resolution, while using little memory and without the need for a global planar parameterization. We rely on small texture elements, the texture sprites, locally splatted onto the surface to define a composite texture. The sprites can be arbitrarily blended to create complex surface appearances. Their attributes (position, size, texture id) can be dynamically updated, thus providing a convenient framework for interactive editing and animated textures. We demonstrate the flexibility of our method by creating new surface aspects difficult to achieve with other methods.Each sprite is described by a small set of attributes which is stored in a hierarchical structure surrounding the object's surface. The patterns supported by the sprites are stored only once. The whole data structure is compactly encoded into GPU memory. At run time, it is accessed by a fragment program which computes the final appearance of a surface point from all the sprites covering it. The overall memory cost of the structure is very low compared to the resulting texturing resolutions. Rendering is done in real-time. The resulting texture is linearly interpolated and filtered.