Texture synthesis on surfaces
By Greg Turk. International Conference on Computer Graphics and Interactive Techniques, 2001
468 citations recorded by the source corpus.
Subfields: Computational Mechanics, Computer Graphics and Computer-Aided Design
View Paper: https://www.semanticscholar.org/paper/55f5e4d3867da507acd5f731d247ee6701cee348
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Computational Mechanics
In Computer Graphics and Computer-Aided Design
Citations in the corpus
- Texture synthesis over arbitrary manifold surfaces (2001, methodology): “In concurrent work, Turk has developed a similar approach for synthesizing textures over surfaces [24].”
- Solid texture synthesis from 2D exemplars (2007, methodology): “Wei and Levoy extend their texture synthesis method [2000] by generalizing their definition of neighborhood search in order to work on general surfaces [2001].”
- Real-time texture synthesis by patch-based sampling (2001, methodology): “For future work, we are interested in extending the ideas presented here for texture synthesis on surfaces of arbitrary topology [Wei and Levoy 2001; Turk 2001; Ying et al. 2001].”
- Shape and Spatially-Varying BRDFs from Photometric Stereo (2010, unknown): “(Alternatively, texture synthesis could be performed by directly comparing pixel neighborhoods between the source and target surfaces, similar to [25], [ 29 ], [31], [34].)”
- Discrete Differential Geometry (2008, methodology): “These were classified in terms of combinatorial type and dihedral angles by Rivin. Theorem (Rivin [ 15 ]).”
- Interactive procedural street modeling (2008, background): “Note that there are other ways of creating a directional field from user constraints, such as relaxation [Turk 2001; Wei and Levoy 2001; Fisher et al. 2007] and propagation [Praun et al.”
- Feature-based surface parameterization and texture mapping (2005, methodology): “Uses for surface parameterization include surface painting [Hanrahan and Haeberli 1990], fast rendering of procedural textures [Perlin 1985; Turk 2001; Wei and Levoy 2001; Carr and Hart 2002], applying photographed color variations onto digitized surfaces [Cignoni et al. 1998], and creating…”
- Efficient simplification of point-sampled surfaces (2002, background): “pyramid algorithms for multilevel smoothing [15] or texture synthesis [ 30 ], require uniform sampling distributions, even for highly non-uniformly sampled input models.”