Structure-Preserving Reshape for Textured Architectural Scenes
Article first published online: 27 MAR 2009
© 2008 The Author(s) Journal compilation © 2008 The Eurographics Association and Blackwell Publishing Ltd.
Computer Graphics Forum
Volume 28, Issue 2, pages 469–480, April 2009
How to Cite
Cabral, M., Lefebvre, S., Dachsbacher, C. and Drettakis, G. (2009), Structure-Preserving Reshape for Textured Architectural Scenes. Computer Graphics Forum, 28: 469–480. doi: 10.1111/j.1467-8659.2009.01386.x
- Issue published online: 27 MAR 2009
- Article first published online: 27 MAR 2009
- I.3.3 [Computer Graphics]: Picture/Image Generation—Line and curve generation
Modeling large architectural environments is a difficult task due to the intricate nature of these models and the complex dependencies between the structures represented. Moreover, textures are an essential part of architectural models. While the number of geometric primitives is usually relatively low (i.e., many walls are at surfaces), textures actually contain many detailed architectural elements.
We present an approach for modeling architectural scenes by reshaping and combining existing textured models, where the manipulation of the geometry and texture are tightly coupled. For geometry, preserving angles such as oor orientation or vertical walls is of key importance. We thus allow the user to interactively modify lengths of edges, while constraining angles. Our texture reshaping solution introduces a measure of directional autosimilarity to focus stretching in areas of stochastic content and to preserve details in such areas.
We show results on several challenging models, and show two applications: Building complex road structures from simple initial pieces and creating complex game-levels from an existing game based on pre-existing model pieces.