Structure-Preserving Reshape for Textured Architectural Scenes

被引:32
作者
Cabral, Marcio [1 ]
Lefebvre, Sylvain [1 ]
Dachsbacher, Carsten [2 ]
Drettakis, George [1 ]
机构
[1] REVES INRIA Sophia Antipolis, Sophia Antipolis, France
[2] Univ Stuttgart, Visualizat Res Ctr, D-7000 Stuttgart, Germany
关键词
I.3.3 [Computer Graphics]: Picture/Image Generation; Line and curve generation;
D O I
10.1111/j.1467-8659.2009.01386.x
中图分类号
TP31 [计算机软件];
学科分类号
081202 ; 0835 ;
摘要
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.
引用
收藏
页码:469 / 480
页数:12
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