Abstract
Textures improve the appearance of virtual scenes by mapping visual details on the surface of 3D objects. Various scenarios – such as real-time animation, interactive texture modelling, or offline post-production – require textures to be deformed in a controllable and plausible manner. We propose a novel approach to model and control texture deformations, which is easy to implement in a standard graphics pipeline. The deformation is implemented at pixel resolution as a warping in the parametric domain. The warping is controlled locally and dynamically by real-time integration along the streamlines of a pre-computed flow field. We propose a technique to pre-compute the flow field from a simple scalar map representing heterogeneous dynamic behaviors. Moreover, to manage sampling issues arising in over-stretched areas during deformation, we provide a mechanism based on re-sampling and texture synthesis. Warping may alternatively be controlled by deformation of the underlying surface, environment parameters or interactive editing, which demonstrates the versatility of our approach.
| Original language | English |
|---|---|
| Pages (from-to) | 95-107 |
| Number of pages | 13 |
| Journal | Computers and Graphics (Pergamon) |
| Volume | 91 |
| DOIs | |
| Publication status | Published - 1 Oct 2020 |
Keywords
- Animation
- Deformation
- GPU
- Real-time
- Texturing
Fingerprint
Dive into the research topics of 'Content-aware texture deformation with dynamic control'. Together they form a unique fingerprint.Cite this
- APA
- Author
- BIBTEX
- Harvard
- Standard
- RIS
- Vancouver