Geometric Texture Modeling

  • Authors:
  • Gershon Elber

  • Affiliations:
  • Technion

  • Venue:
  • IEEE Computer Graphics and Applications
  • Year:
  • 2005

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Abstract

Texture mapping, bump mapping, and displacement maps are central instruments in computer graphics aiming to achieve photorealistic renderings. In all these techniques, the mapping is typically one-to-one and every surface location is assigned a single texture color, normal, or displacement. Other specialized techniques have also been developed for the rendering of supplementary surface details such as fur, hair, or scales. This work presents an extended and unifying geometric view of these procedures that also allows you to precisely assign a single surface location with several continuously deformed displacements, each of which with possibly different texture style, color or normal. This extended approach employs trivariate functions in a similar way to FFDs. As a consequence, arbitrary regular geometry could be employed as part of the presented scheme as supplementary surface texture details, forming a closure by allowing any geometry to serve as texture details for itself. This work also augments recent results on texturing and parameterization of surfaces of arbitrary topologies by providing more flexible control over the phase of texture modeling.By completely and continuously parameterizing the space above the object surface as a trivariate vector function, this work shows not only control of the texture mapping on the surface but also full control of this continuous mapping in the volume surrounding the surface.