Tile-Based Interactive Texture Design
Edutainment '08 Proceedings of the 3rd international conference on Technologies for E-Learning and Digital Entertainment
A unified framework for designing textures using energy optimization
Pattern Recognition
Feature-based texture design using deformation techniques
Edutainment'07 Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment
Simple and efficient example-based texture synthesis using tiling and deformation
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
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In this paper, we present a novel approach for designing a variety of large textures from a single small sample texture. Firstly, the original small texture is segmented into layers, each of which contains one particular texture element. Secondly, each layer is deformed using a set of chaotic-based transformation operations. Thirdly, all the deformed layers are added together to form a new texture, which is a natural variation of the original sample texture. Since each layer is deformed independently, adding the deformed layers together usually results in a texture with overlapping regions and holes. We employ the graphcut algorithm and an example-based image inpainting technique to seamlessly patch the overlapping regions and to fill the holes. Moreover, an optimized graphcut synthesis algorithm and a new cyclic texture synthesis technique are also developed for efficiently creating large seamless textures. As a result, our approach shows particular strength in generating a large variety of textures from a single sample texture while avoiding highly repetitive patterns. Our experiments demonstrate that the proposed technique can also be used for other texture synthesis applications, such as texture synthesis from multiple samples.