Just-in-Time Texture Synthesis
Article first published online: 6 DEC 2012
© 2012 The Authors Computer Graphics Forum © 2012 The Eurographics Association and Blackwell Publishing Ltd.
Computer Graphics Forum
Volume 32, Issue 1, pages 126–138, February 2013
How to Cite
Wang, L., Shi, Y., Chen, Y. and Popescu, V. (2013), Just-in-Time Texture Synthesis. Computer Graphics Forum, 32: 126–138. doi: 10.1111/cgf.12003
- Issue published online: 21 FEB 2013
- Article first published online: 6 DEC 2012
- texture synthesis;
- texture bombing;
- I.3.7.b [Computer Graphics]: Three-Dimensional Graphics and Realism-Color, shading, shadowing and texture
Texture bombing is a texture synthesis approach that saves memory by stopping short of assembling the output texture from the arrangement of input texture patches; instead, the arrangement is used directly at run time to texture surfaces. However, several problems remain in need of better solutions. One problem is improving texture diversification. A second problem is that mipmapping cannot be used because texel data is not stored explicitly. The lack of an appropriate level-of-detail (LoD) scheme results in severe minification artefacts. We present a just-in-time texturing method that addresses these two problems. Texture diversification is achieved by modelling a texture patch as an umbrella, a versatile hybrid 3-D geometry and texture structure with parameterized appearance. The LoD is adapted continuously with a hierarchical algorithm that acts directly on the arrangement map. Results show that our method can model and render the diversity present in nature with only small texture memory requirements.