Self-similarity Based Editing of 3D Surface Texture s

Junyu Dong, Lin Qi, Jing Ren, Mike J. Chantler · 2005

This paper presents inexpensive methods for selfsimilarity based editing of real-world 3D surface textures. Unlike self-similarity based 2D texture e diting approaches which only make changes to pixel color o r intensity values, these techniques also allow surfa ce geometry, reflectance and other representations of the captured 3D surface textures to be edited and relit using illumination directions that differ from thos e of the original. A single editing operation at a given location affects all similar areas and produces cha nges on all images of the sample rendered under differen t conditions. We perform painting, cloning and warpin g operations over two sets of 3D surface texture representations: (1) surface height and albedo maps , and (2) eigen base images. The surface height and albedo maps are commonly used for bump mapping, and eigen base images can be used for representing 3D surface textures with complex reflectance. The res ult representations can be efficiently used in modern computer graphics packages for real-time applicatio ns as rendering process only requires simple graphics calculations such as weighted sums of base images.

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