A taxonomy for texture description and identification
A taxonomy for texture description and identification
Fast texture synthesis using tree-structured vector quantization
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
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
Real-time texture synthesis by patch-based sampling
ACM Transactions on Graphics (TOG)
Texture Mixing and Texture Movie Synthesis Using Statistical Learning
IEEE Transactions on Visualization and Computer Graphics
Texture Synthesis by Non-Parametric Sampling
ICCV '99 Proceedings of the International Conference on Computer Vision-Volume 2 - Volume 2
Graphcut textures: image and video synthesis using graph cuts
ACM SIGGRAPH 2003 Papers
Synthesis of progressively-variant textures on arbitrary surfaces
ACM SIGGRAPH 2003 Papers
Bilateral Filtering for Gray and Color Images
ICCV '98 Proceedings of the Sixth International Conference on Computer Vision
A hybrid-based texture synthesis approach
The Visual Computer: International Journal of Computer Graphics
Fast and High Quality Overlap Repair for Patch-Based Texture Synthesis
CGI '04 Proceedings of the Computer Graphics International
Feature matching and deformation for texture synthesis
ACM SIGGRAPH 2004 Papers
Blend maps: enhanced terrain texturing
SAICSIT '06 Proceedings of the 2006 annual research conference of the South African institute of computer scientists and information technologists on IT research in developing countries
Proceedings of the 6th International Conference on Computer Graphics, Virtual Reality, Visualisation and Interaction in Africa
Journal of Computer Science and Technology
Feature-based probabilistic texture blending with feature variations for terrains
Computer Animation and Virtual Worlds
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Synthesizing transition textures on succession patterns for displaying visually acceptable terrain is essential to applications such as computer games. In this paper, we exploited the Game of Life model to simulate successions on terrain to show that a good-looking profile can appear quickly and easily. Based on the proposed modified patch-based sampling texture synthesis approach, the basic types of transition textures on a succession pattern can be well synthesized. This method first generates a well-shaped transition cut along the source texture. Next, the feature maps of the source texture and the target texture are used to determine complementary patches from the target texture that will fit well along the source's transition cut. As the experimental results show, only a few input textures are required by our approach to synthesize plenty of tileable transition textures which are useful for obtaining vivid terrain while consuming only a small amount of texture memory.