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Jiang Julang, Xue Feng, Zheng Jiangyun, Huang Zhong. A Fast Algorithm for Solid Texture Generation from 2D Sample[J]. Journal of Computer-Aided Design & Computer Graphics, 2011, 23(8): 1311-1318.
Citation: Jiang Julang, Xue Feng, Zheng Jiangyun, Huang Zhong. A Fast Algorithm for Solid Texture Generation from 2D Sample[J]. Journal of Computer-Aided Design & Computer Graphics, 2011, 23(8): 1311-1318.

A Fast Algorithm for Solid Texture Generation from 2D Sample

  • The existing methods have difficulties in fast generation of solid texture similar to a given sample.Considering the typical marble and wood textures,this paper presents an efficient technique for fast generation of solid texture from 2D sample.According to the spatial distribution of the texture,the movement path for 2D sample is designed in 3D space.All the pixels of the sample are then used to colorize the 3D space along their trajectory so that the solid texture is obtained.The quintic Catmull-Rom spline is designed for noise interpolation to construct turbulence,which is adopted to disturb pixel trajectory to simulate the irregularities of the natural texture.By placing triangles vertical to their longest side and assembling triangles in descending order according to the heights,a novel texture atlas generation algorithm is presented to store mesh texture obtained from the solid texture space.Experimental results show that the algorithm only takes a few seconds to generate highly realistic solid texture on mesh surfaces,which is very similar to the sample texture.
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