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Implicit Decals: Interactive Editing of Repetitive Patterns on Surfaces
Author(s) -
Groot Erwin,
Wyvill Brian,
Barthe Loïc,
Nasri Ahmad,
Lalonde Paul
Publication year - 2014
Publication title -
computer graphics forum
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.578
H-Index - 120
eISSN - 1467-8659
pISSN - 0167-7055
DOI - 10.1111/cgf.12260
Subject(s) - computer science , flexibility (engineering) , parametrization (atmospheric modeling) , texture mapping , orientation (vector space) , texture synthesis , texture (cosmology) , computer graphics (images) , function (biology) , component (thermodynamics) , task (project management) , artificial intelligence , computer vision , segmentation , mathematics , image texture , geometry , image (mathematics) , image segmentation , statistics , physics , quantum mechanics , evolutionary biology , biology , radiative transfer , thermodynamics , management , economics
Texture mapping is an essential component for creating 3D models and is widely used in both the game and the movie industries. Creating texture maps has always been a complex task and existing methods carefully balance flexibility with ease of use. One difficulty in using texturing is the repeated placement of individual textures over larger areas. In this paper, we propose a method which uses decals to place images onto a model. Our method allows the decals to compete for space and to deform as they are being pushed by other decals. A spherical field function is used to determine the position and the size of each decal and the deformation applied to fit the decals. The decals may span multiple objects with heterogeneous representations. Our method does not require an explicit parametrization of the model. As such, varieties of patterns, including repeated patterns like rocks, tiles and scales can be mapped. We have implemented the method using the GPU where placement, size and orientation of thousands of decals are manipulated in real time.

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