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| Man-Kang Leung, Wai-Man Pang, Chi-Wing Fu, Tien-Tsin Wong, Pheng-Ann Heng, "Tileable BTF," IEEE Transactions on Visualization and Computer Graphics, vol. 13, no. 5, pp. 953-965, September/October, 2007. | |||
| BibTex | x | ||
| @article{ 10.1109/TVCG.2007.1034, author = {Man-Kang Leung and Wai-Man Pang and Chi-Wing Fu and Tien-Tsin Wong and Pheng-Ann Heng}, title = {Tileable BTF}, journal ={IEEE Transactions on Visualization and Computer Graphics}, volume = {13}, number = {5}, issn = {1077-2626}, year = {2007}, pages = {953-965}, doi = {http://doi.ieeecomputersociety.org/10.1109/TVCG.2007.1034}, publisher = {IEEE Computer Society}, address = {Los Alamitos, CA, USA}, } | |||
| RefWorks Procite/RefMan/Endnote | x | ||
| TY - JOUR JO - IEEE Transactions on Visualization and Computer Graphics TI - Tileable BTF IS - 5 SN - 1077-2626 SP953 EP965 EPD - 953-965 A1 - Man-Kang Leung, A1 - Wai-Man Pang, A1 - Chi-Wing Fu, A1 - Tien-Tsin Wong, A1 - Pheng-Ann Heng, PY - 2007 KW - Three-Dimensional Graphics and Realism -- Color KW - shading KW - shadowing KW - and texture KW - Picture/Image Generation KW - Methodology and Techniques VL - 13 JA - IEEE Transactions on Visualization and Computer Graphics ER - | |||
This paper presents a modular framework to efficiently apply the bidirectional texture functions (BTF) onto object surfaces. The basic building blocks are the BTF tiles. By constructing one set of BTF tiles, a wide variety of objects can be textured seamlessly without re-synthesizing the BTF. The proposed framework nicely decouples the surface appearance from the geometry. With this appearance-geometry decoupling, one can build a library of BTF tile sets to instantaneously dress and render various objects under variable lighting and viewing conditions. The core of our framework is a novel method for synthesizing seamless high-dimensional BTF tiles, that are difficult for existing synthesis techniques. Its key is to shorten the cutting paths and broaden the choices of samples so as to increase the chance of synthesizing seamless BTF tiles. To tackle the enormous data, the tile synthesis process is performed in compressed domain. This not just allows the handling of large BTF data during the synthesis, but also facilitates compact storage of the BTF in GPU memory during the rendering.
Index Terms:
Three-Dimensional Graphics and Realism -- Color, shading, shadowing, and texture, Picture/Image Generation, Methodology and Techniques
Citation:
Man-Kang Leung, Wai-Man Pang, Chi-Wing Fu, Tien-Tsin Wong, Pheng-Ann Heng, "Tileable BTF," IEEE Transactions on Visualization and Computer Graphics, vol. 13, no. 5, pp. 953-965, Sept.-Oct. 2007, doi:10.1109/TVCG.2007.1034
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