@Article{Blinn:1976:TRC, author = "J. F. Blinn and M. E. Newell", title = "Texture and Reflection in Computer Generated Images", year = "1976", journal = "Communications of the ACM", volume = "19", pages = "542--546", keywords = "reflection of light and reflection and texture", } @Article{Zucker:1976:TMT, author = "S. W. Zucker", title = "Toward a Model of Texture", year = "1976", month = jun, journal = "Comp. Graphics and Image Processing", volume = "5", pages = "190--202", keywords = "realism and texture and surface texture", } @InProceedings{Dungan:1978:TTC, author = "William {Dungan, Jr.} and Anthony Stenger and George Sutty", title = "Texture Tile Considerations for Raster Graphics", year = "1978", month = aug, volume = "12", number = "3", booktitle = "Computer Graphics (SIGGRAPH '78 Proceedings)", pages = "130--134", } @InProceedings{Fu:1978:CGT, author = "K. S. Fu and S. Y. Lu", title = "Computer generation of texture using a syntactic approach", pages = "147--152", journal = "Computer Graphics (SIGGRAPH '78 Proceedings)", volume = "12", number = "3", year = "1978", month = aug, conference = "held in Atlanta, Georgia; 23 -- 25 August 1978", keywords = "surface texture, texture", } @Article{Feibush:1980:TRS, author = "E. Feibush and D. P. Greenberg", title = "Texture Rendering System for Architectural Design", year = "1980", month = mar, journal = "Computer-Aided Design", volume = "12", pages = "67--71", keywords = "Algorithmic Aspects texture and Applications of Computer Graphics architecture", } @PhdThesis{Maleson:1981:TNI, author = "J. T. Maleson", title = "Texture in natural images", pages = "79", year = "1981", type = "Ph.D. Thesis", school = "The University of Rochester", keywords = "I37 texture", annote = "University Microfilms International order number 8203021", } @Article{Monne:1981:BTS, author = "J. Monne and F. Schmitt and D. Massaloux", title = "Bidimensional Texture Synthesis by Markov Chains", year = "1981", month = sep, journal = "Computer Graphics and Image Processing (USA)", volume = "17", pages = "1--23", keywords = "I37 grey tone texture synthesis", } @Article{Clement:1982:PTM, author = "A. Clement and K. Wierzbanowski", title = "Prevision of the Texture of Metals; Graphic Kinematics Obtained with the Computer (in French)", year = "1982", month = jan, journal = "Mem. and Etud. Sci. Rev. Metall.", volume = "79", pages = "49--51", keywords = "I37 texture", } @TechReport{Heckbert:1983:TMP, author = "Paul S. Heckbert", title = "Texture Mapping Polygons in Perspective", year = "1983", month = apr, number = "13", type = "TM", institution = "NYIT Computer Graphics Lab", keywords = "antialiasing", } @PhdThesis{Leu:1983:SAT, author = "J.-G. D. Leu", title = "A structural approach for texture analysis and synthesis", pages = "156", year = "1983", type = "Ph.D. Thesis", school = "University of Cincinnati", keywords = "I37 Texture Analysis, I37 Texture Generation", annote = "(University Microfilms Internat. \#DA8328313).", } @InProceedings{Crow:1984:SAT, author = "Franklin C. Crow", title = "Summed-area Tables for Texture Mapping", pages = "207--212", booktitle = "Computer Graphics (SIGGRAPH '84 Proceedings)", volume = "18", year = "1984", month = jul, editor = "Hank Christiansen", conference = "held in Minneapolis, Minnesota; 23--27 July 1984", keywords = "", } @InCollection{Fournier:1984:DTM, author = "Alain Fournier and John Amanatides", title = "3-{D} Texture Mapping", year = "1984", month = aug, booktitle = "Intl. Conf. on Engineering and Computer Graphics", publisher = "", address = "Beijing, China", } @Article{Haruyama:1984:USM, author = "S. Haruyama and B. A. Barsky", title = "Using stochastic modeling for texture generation", pages = "7--19", journal = "IEEE Computer Graphics and Applications", volume = "4", number = "3", year = "1984", month = mar, keywords = "I37 Stochastic Processes, I37 Texture Generation", } @InProceedings{Kaufman:1984:TSL, author = "A. Kaufman and S. Azaria", title = "Texture Synthesis Language for Computer Generated Images", booktitle = "4th Jerusalem Conference on Information Technology (JCIT); Next Decade in Information Technology", pages = "174--179", year = "1984", conference = "held in Jerusalem, Israel; 21--25 May 1984", keywords = "I37 textures, I36 C", } @InProceedings{Lewis:1984:TSD, author = "John-Peter Lewis", title = "Texture synthesis for digital painting", pages = "245--252", booktitle = "Computer Graphics (SIGGRAPH '84 Proceedings)", volume = "18", year = "1984", month = jul, editor = "Hank Christiansen", conference = "held in Minneapolis, Minnesota; 23--27 July 1984", keywords = "I34 Paint System, I37 Texture Generation", } @Article{Magnenat-Thalmann:1984:CGS, author = "N. Magnenat-Thalmann and N. Chourot and D. Thalmann", title = "Colour Gradation, Shading and Texture Using a Limited Terminal", year = "1984", month = mar, journal = "Computer Graphics Forum", volume = "3", pages = "83--90", keywords = "I37 Shading and I37 Texture Generation", } @Article{Magnetat-Thalmann:1984:CGS, author = "N. Magnetat-Thalmann and N. Chourot and D. Thalmann", title = "Colour Gradation, Shading and Texture Using a Limited Terminal", journal = "Computer Graphics Forum", year = "1984", volume = "3", number = "1", pages = "83--90", month = mar, } @InCollection{Perlin:1984:UTM, author = "Ken Perlin", title = "A Unified Texture/Reflectance Model", year = "1984", month = jul, booktitle = "SIGGRAPH '84 Advanced Image Synthesis seminar notes", publisher = "", keywords = "texture mapping, bump mapping", } @Article{Kaufman:1985:TST, author = "A. Kaufman and S. Azaria", title = "Texture Synthesis Techniques for Computer Graphics", year = "1985", journal = "Computers and Graphics", volume = "9", number = "2", pages = "139--145", keywords = "I37 textures", } @InCollection{Ma:1985:DLC, author = "Song {de Ma} and Andre Gagalowicz", title = "Determination of Local Coordinate Systems for Texture Synthesis on 3-{D} Surfaces", year = "1985", booktitle = "Eurographics '85", publisher = "", pages = "109--118", keywords = "texture synthesis", } @Article{Bier:1986:TPT, author = "E. A. Bier and K. R. {Sloan, Jr.}", title = "Two Part Texture Mappings", pages = "40--53", journal = "IEEE Computer Graphics and Applications", volume = "6", number = "9", year = "1986", month = sep, keywords = "texture", } @Misc{Gagalowicz:1986:TMR, author = "Andre Gagalowicz and Song de Ma", title = "Texture Modeling Results and Application to Object Texturing", year = "1986", month = jul, keywords = "texture mapping, texture synthesis", } @InProceedings{Glassner:1986:APT, author = "Andrew Glassner", title = "Adaptive Precision in Texture Mapping", pages = "297--306", booktitle = "Computer Graphics (SIGGRAPH '86 Proceedings)", volume = "20", year = "1986", month = aug, editor = "David C. Evans and Russell J. Athay", conference = "held in Dallas, Texas, August 18--22, 1986", keywords = "I37 texture mapping, I35 adaptive refinement", } @Article{Heckbert:1986:STMa, author = "Paul S. Heckbert", title = "Survey of Texture Mapping", year = "1986", month = nov, journal = "IEEE Computer Graphics and Applications", volume = "6", number = "11", pages = "56--67", } @InProceedings{Heckbert:1986:STMb, author = "Paul S. Heckbert", title = "Survey of texture mapping", pages = "207--212", booktitle = "Proceedings of Graphics Interface '86", year = "1986", month = may, editor = "M. Green", conference = "held in Vancouver, B.C.; 26-30 May 1986", keywords = "texture filter, space variant filter, antialiasing", annote = "", } @Article{Ma:1986:DLC, author = "Song De Ma and A. Gagalowicz", title = "Determination of Local Coordinate Systems for Texture Synthesis on 3-{D} Surfaces", pages = "171--176", journal = "Computers and Graphics", volume = "10", number = "2", year = "1986", keywords = "I37 surface textures, I37 texture synthesis", annote = "Eurographics '85 Award Paper", } @Article{Samek:1986:TMD, author = "M. Samek", title = "Texture Mapping and Distortion in Digital Graphics", year = "1986", journal = "The Visual Computer", volume = "2", number = "5", pages = "313--20", } @InProceedings{Fiume:1987:CTM, author = "E. Fiume and A. Fournier and V. Canale", title = "Conformal Texture Mapping", pages = "53--64", booktitle = "Eurographics '87", year = "1987", month = aug, editor = "G. Marechal", publisher = "North-Holland", conference = "European Computer Graphics Conference and Exhibition; held in Amsterdam, The Netherlands; 24 -- 28 August 1987", keywords = "", annote = "", } @Article{Gagalowicz:1987:TMA, author = "A. Gagalowicz", title = "Texture Modelling Applications", year = "1987", journal = "The Visual Computer", volume = "3", number = "4", pages = "186--200", } @InProceedings{Oka:1987:RTM, author = "Masaaki Oka and Kyoya Tsutsui and Akio Ohba and Yoshitaka Kurauchi and Takashi Tago", title = "Real-Time Manipulation of Texture-Mapped Surfaces", pages = "181--188", booktitle = "Computer Graphics (SIGGRAPH '87 Proceedings)", volume = "21", year = "1987", month = jul, editor = "Maureen C. Stone", conference = "held in Anaheim, California; 27 -- 31 July 1987", keywords = "", annote = "", } @InProceedings{Smith:1987:PPT, author = "Alvy Ray Smith", title = "Planar 2-Pass Texture Mapping and Warping", pages = "263--272", booktitle = "Computer Graphics (SIGGRAPH '87 Proceedings)", volume = "21", year = "1987", month = jul, editor = "Maureen C. Stone", conference = "held in Anaheim, California; 27 -- 31 July 1987", keywords = "serial warp, parallel warp, quadrics, superquadrics, bicubic warp, biquadratic warp, bottleneck, antialiasing", annote = "", } @Article{Tso:1987:MRW, author = "Pauline Y. Ts'o and Brian A. Barsky", title = "Modeling and Rendering Waves: Wave-Tracing Using Beta-Splines and Reflective and Refractive Texture Mapping", year = "1987", journal = "ACM Transactions on Graphics", volume = "6", number = "3", pages = "191--214", } @Article{Kaufman:1988:TTS, author = "Arie Kaufman", title = "{TSL} --- a Texture Synthesis Language", journal = "The Visual Computer", pages = "148--158", volume = "4", number = "3", month = sep, year = "1988", keywords = "texture tile, polygon tesselation, texel, random operator", annote = "", } @InProceedings{Ma:1988:OTM, author = "Song De Ma and Hong Lin", title = "Optimal texture mapping", pages = "421--428", booktitle = "Eurographics '88", year = "1988", month = sep, editor = "D. A. Duce and P. Jancene", publisher = "North-Holland", conference = "European Computer Graphics Conference and Exhibition; held in Nice, France; 12 -- 16 September 1988", keywords = "", annote = "", } @TechReport{Turkowski:1988:DGT, author = "Ken Turkowski", title = "The Differential Geometry of Texture Mapping", year = "1988", month = may, number = "10", type = "Technical Report No.", institution = "Apple Computer", address = "Cupertino, CA", keywords = "mapping, filter", } @Article{Yau:1988:TMA, author = "John F. S. Yau and Neil D. Duffy", title = "A Texture Mapping Approach to 3-{D} Facial Image Synthesis", year = "1988", month = jun, journal = "Computer Graphics Forum", volume = "7", number = "2", pages = "129--134", } @Article{Bennis:1989:MTS, author = "Chakib Bennis and Andre Gagalowicz", title = "2{D} macroscopic texture synthesis", pages = "291--300", journal = "Computer Graphics Forum", volume = "8", number = "4", month = dec, year = "1989", publisher = "North-Holland", keywords = "", annote = "", } @InProceedings{Gillies:1989:PTM, author = "Duncan Gillies and Peter Burger", title = "Parallel Texture Mapping For Low Cost Animation Systems", booktitle = "Computer Graphics '89", year = "1989", pages = "367--374", organization = "Blenheim Online Publications", publisher = "Blenheim Online Ltd.", address = "Middlesex {HA}5 2{AE}, UK", month = nov, } @MastersThesis{Heckbert:1989:FTM, author = "Paul S. Heckbert", title = "Fundamentals of Texture Mapping and Image Warping", pages = "86", month = jun, year = "1989", type = "M.Sc. Thesis", school = "Department of Electrical Engineering and Computer Science, University of California, Berkeley", keywords = "", annote = "", } @Article{Blinn:1990:JBC, author = "James F. Blinn", title = "Jim Blinn's Corner: The Truth About Texture Mapping", journal = "IEEE Computer Graphics and Applications", pages = "78--83", volume = "10", number = "2", month = mar, year = "1990", keywords = "", annote = "", } @InProceedings{Chen:1990:ERS, author = "Hong Chen and En-Hua Wu", title = "An Efficient Radiosity Solution for Bump Texture Generation", year = "1990", month = aug, editor = "Forest Baskett", volume = "24", booktitle = "Computer Graphics (SIGGRAPH '90 Proceedings)", pages = "125--134", keywords = "texture mapping", } @Article{Nahas:1990:FIS, author = "M. Nahas and H. Huitric and M. Rious and J. Domey", title = "Facial image synthesis using skin texture recording", journal = "The Visual Computer", pages = "337--343", volume = "6", number = "6", month = dec, year = "1990", keywords = "realism, laser recording, skin, b-spline", annote = "", } @InProceedings{Nahas:1990:RTI, author = "Monique Nahas and Herve Huitric and Marc Rious and Jacques Domey", title = "Registered 3{D}-texture imaging", pages = "81--91", booktitle = "Computer Animation '90 (Second workshop on Computer Animation)", year = "1990", month = apr, editor = "N. Magnenat-Thalmann and D. Thalmann", publisher = "Springer-Verlag", conference = "held in Geneva, Switzerland; 25-27 April 1990", keywords = "laser scanner, b-spline, realism, human face and body", annote = "", } @InProceedings{Bennis:1991:PSF, author = "Chakib Bennis and Jean-Marc V{\'e}zien and G{\'e}rard Igl{\'e}sias and Andr{\'e} Gagalowicz", title = "Piecewise surface flattening for non-distorted texture mapping", pages = "237--246", booktitle = "Computer Graphics (SIGGRAPH '91 Proceedings)", volume = "25", year = "1991", month = jul, editor = "Thomas W. Sederberg", conference = "held in Las Vegas, Nevada; 28 July - 2 August 1991", keywords = "non distorted texture mapping, piecewise surface flattening, differential geometry, geodesic curvature", annote = "", } @MastersThesis{Lansdale:1991:TMR, author = "Robert C. Lansdale", title = "Texture Mapping and Resampling for Computer Graphics", month = jan, year = "1991", pages = "163", type = "M.Sc. Thesis", school = "Department of Computer Science, University of Toronto", keywords = "texture mapping, filtering, comparisons, elliptical weighted average filter, nil constant-time space-variant filter", annote = "", } @InProceedings{Levkowitz:1991:CIM, author = "Haim Levkowitz", title = "Color Icons: Merging Color and Texture Perception for Integrated Visualization of Multiple Parameters", pages = "164--170", booktitle = "Visualization '91", year = "1991", conference = "held in San Diego, CA; 21-25 October 1991", keywords = "multivariate visualization", } @InProceedings{Lewis:1991:STG, author = "John P. Lewis", title = "Shape and Texture Generation by Neural Network Creation Algorithm", pages = "129--134", booktitle = "Proceedings of Graphics Interface '91", year = "1991", month = jun, conference = "held in Calgary, Alberta; 3-7 June 1991", keywords = "pattern, shape, texture, neural network, connectionism", annote = "", } @InProceedings{Sakas:1991:TSM, author = "Georgios Sakas and Bertram Kernke", title = "Texture shaping: a method for modelling arbitrarily-shaped volume objects in texture space", pages = "", booktitle = "Eurographics Workshop on Rendering", year = "1991", conference = "held in Barcelona, Spain; 13-15 May 1991", keywords = "", annote = "Describes a fast approach for generating density functions defining volume objects of arbitrary shape based on textures.", } @InProceedings{Wijk:1991:SNT, author = "Jarke J. {van Wijk}", title = "Spot noise-Texture Synthesis for Data Visualization", pages = "309--318", booktitle = "Computer Graphics (SIGGRAPH '91 Proceedings)", volume = "25", year = "1991", month = jul, editor = "Thomas W. Sederberg", conference = "held in Las Vegas, Nevada; 28 July - 2 August 1991", keywords = "texture synthesis, scientific visualization, flow visualization, fractals, particle systems", annote = "", } @Article{Acuna:1992:TMU, author = "Carmen O. Acuna", title = "Texture Modeling Using Gibbs Distributions", journal = "CVGIP: Graphical Models and Image Processing", volume = "54", number = "3", month = may, year = "1992", pages = "210--222", } @Article{Cockshott:1992:MTP, author = "Tunde Cockshott and John Patterson and David England", title = "Modelling the Texture of Paint", year = "1992", month = sep, journal = "Computer Graphics Forum (Eurographics '92)", volume = "11", number = "3", pages = "217--226", address = "Cambridge, UK", } @Article{Goresnic:1992:TCU, author = "C. Goresnic and S. R. Rotman", title = "Texture Classification Using the Cortex Transform", journal = "CVGIP: Graphical Models and Image Processing", volume = "54", number = "4", month = jul, year = "1992", pages = "329--339", } @Article{Kundu:1992:TCU, author = "Amlan Kundu and Jia-Lin Chen", title = "Texture Classification Using {QMF} Bank-Based Subband Decomposition", journal = "CVGIP: Graphical Models and Image Processing", volume = "54", number = "5", month = sep, year = "1992", pages = "369--384", } @InProceedings{Segal:1992:FSL, author = "Mark Segal and Carl Korobkin and Rolf {van Widenfelt} and Jim Foran and Paul E. Haeberli", title = "Fast shadows and lighting effects using texture mapping", pages = "249--252", booktitle = "Computer Graphics (SIGGRAPH '92 Proceedings)", volume = "26", year = "1992", month = jul, editor = "Edwin E. Catmull", conference = "held in Chicago, Illinois; 26-31 July 1992", keywords = "", annote = "", } @InProceedings{Shinya:1992:HT, author = "Mikio Shinya", title = "Hierarchical 3{D} texture", pages = "61--67", booktitle = "Graphics Interface '92 Workshop on Local Illumination", month = may, year = "1992", conference = "held in Vancouver, B.C.; 11 May 1992", keywords = "", annote = "Shinya proposes a hierarchical 3D texture model to ensure the smooth transition from geometry to mapping. This technique allows for efficient antialiasing. Shinya also presents some solutions to the large memory requirements of his model.", } @Article{Wu:1992:SFM, author = "Chung-Ming Wu and Yung-Chang Chen", title = "Statistical Feature Matrix for Texture Analysis", journal = "CVGIP: Graphical Models and Image Processing", volume = "54", number = "5", month = sep, year = "1992", pages = "407--419", } @InProceedings{Busch:1993:INN, author = "D. Busch and M. D. Gross", title = "Interactive Neural Network Texture Analysis and Visualization for Surface Reconstruction in Medical Imaging", booktitle = "Eurographics '93", year = "1993", editor = "R. J. Hubbold and R. Juan", pages = "49--60", organization = "Eurographics", publisher = "Blackwell Publishers", address = "Oxford, UK", } @Article{Cuccu:1993:TMS, author = "Fabrizio Cuccu and Laura Moltedo", title = "Texture Mapping For Scientific Visualization Environments", journal = "Computers \& Graphics", year = "1993", volume = "17", number = "2", pages = "131--136", } @InProceedings{Haeberli:1993:TMF, author = "Paul Haeberli and Mark Segal", title = "Texture Mapping As {A} Fundamental Drawing Primitive", booktitle = "Fourth Eurographics Workshop on Rendering", year = "1993", editor = "Michael F. Cohen and Claude Puech and Francois Sillion", pages = "259--266", organization = "Eurographics", month = jun, note = "held in Paris, France, 14--16 June 1993", } @InProceedings{Maillot:1993:ITM, author = "J{\'e}r{\^o}me Maillot and Hussein Yahia and Anne Verroust", title = "Interactive Texture Mapping", booktitle = "Computer Graphics (SIGGRAPH '93 Proceedings)", year = "1993", editor = "James T. Kajiya", pages = "27--34", month = aug, volume = "27", annote = "This paper describes a new approach to texture mapping. A global method to lower the distortion of the mapped image is presented; by considering a general optimization function we view the mapping as an energy-minimization process. We have constructed an interactive texture tool, which is fast and easy to use, to manipulate atlases in texture space. We present the tool's large set of interactive operations on mapping functions. We also introduce an algorithm which automatically generates an atlas for any type of object. These techniques allow the mapping of different textures onto the same object and handle non-continuous mapping functions, needed for complicated mapped objects.", keywords = "Picture/ Image Generation, Color, Shading and Texture, Texture Mapping, Texture Map Distortion, Realistic Rendering, Interaction", } @InProceedings{Cabral:1994:AVR, author = "Brian Cabral and Nancy Cam and Jim Foran", title = "Accelerated Volume Rendering and Tomographic Reconstruction Using Texture Mapping Hardware", editor = "Arie Kaufman and Wolfgang Krueger", pages = "91--98", booktitle = "1994 Symposium on Volume Visualization", year = "1994", organization = "ACM SIGGRAPH", month = oct, note = "ISBN 0-89791-741-3", } @TechReport{Gershbein:1994:TRCa, author = "Reid Gershbein and Peter Schroder and Pat Hanrahan", title = "Textures and Radiosity: Controlling Emission and Reflection from Texture Maps", type = "Technical report", number = "CS-TR-449-94", institution = "Princeton University", month = mar, year = "1994", bibsource = "sig-11-1994", } @InProceedings{Gershbein:1994:TRCc, author = "Reid Gershbein and Peter Schr{\"o}der and Pat Hanrahan", editor = "Andrew Glassner", booktitle = "Proceedings of SIGGRAPH '94 (Orlando, Florida, July 24--29, 1994)", title = "Textures and Radiosity: Controlling Emission and Reflection with Texture Maps", organization = "ACM SIGGRAPH", publisher = "ACM Press", pages = "51--58", month = jul, year = "1994", note = "ISBN 0-89791-667-0", series = "Computer Graphics Proceedings, Annual Conference Series", bibsource = "sig-11-1994", } @Article{Jain:1994:ABL, author = "Anil K. Jain and Yao Chen", title = "Address Block Location Using Color and Texture Analysis", journal = "CVGIP: Image Understanding", year = "1994", volume = "60", number = "2", pages = "179--190", month = sep, } @InProceedings{Litwinowicz:1994:ETI, author = "Peter Litwinowicz and Gavin Miller", editor = "Andrew Glassner", booktitle = "Proceedings of SIGGRAPH '94 (Orlando, Florida, July 24--29, 1994)", title = "Efficient Techniques for Interactive Texture Placement", organization = "ACM SIGGRAPH", publisher = "ACM Press", pages = "119--122", month = jul, year = "1994", note = "ISBN 0-89791-667-0", series = "Computer Graphics Proceedings, Annual Conference Series", bibsource = "sig-11-1994", } @Article{McCartney:1994:LTS, author = "J. {McCartney} and B. K. Hinds and J. J. Zhang", title = "Leather texture synthesis and rendering", journal = "Computers and Graphics", year = "1994", volume = "18", number = "1", pages = "87--92", note = "ISSN 0097-8493", } @InProceedings{Myszkowski:1994:TMA, author = "Karol Myszkowski and Tosiyasu L. Kunii", booktitle = "Fifth Eurographics Workshop on Rendering", title = "Texture Mapping as an Alternative for Meshing During Walkthrough Animation", address = "Darmstadt, Germany", pages = "375--388", month = jun, year = "1994", keywords = "texture mapping, Gouraud shading, meshing", bibsource = "sig-11-1994", } @InProceedings{Bezy-Wendling:1995:MTA, author = "J. Bezy-Wendling and A. Bruno and P. Reuze", title = "{MRI} Texture Analysis Applied to Trabecular Bone: An Experimental Study", editor = "Nicholas Ayache", series = "Lecture Notes in Computer Science", booktitle = "Computer Vision, Virtual Reality and Robotics in Medicine", year = "1995", publisher = "Springer-Verlag", month = apr, note = "ISBN 3-540-59120-6", } @InProceedings{Cerny:1995:TCN, author = "V. Cerny and L. Fekete and R. Zajac", title = "Texture Classification by Neural Net in Medical Sonography", booktitle = "Winter School of Computer Graphics 1995", year = "1995", month = feb, note = "held at University of West Bohemia, Plzen, Czech Republic, 14-18 February 1995", } @InProceedings{Chover:1995:TDI, author = "M. Chover and R. Vivo and R. Quiros and X. Lluch", title = "Texture, Displacement and Immersion: {A} Model for Tree Rendering", booktitle = "Winter School of Computer Graphics 1995", year = "1995", month = feb, note = "held at University of West Bohemia, Plzen, Czech Republic, 14-18 February 1995", } @Article{Durikovic:1995:DCT, author = "Roman Durikovic and Kazufumi Kaneda and Hideo Yamashita", title = "Dynamic contour: a texture approach and contour operations", journal = "The Visual Computer", year = "1995", volume = "11", number = "6", publisher = "Springer-Verlag", pages = "277--289", note = "ISSN 0178-2789", annote = "The large morphometric variability in biomedical organs requires an accurate fitting method for a pregenerated contour model. We propose a physically based approach to fitting 2D shapes using texture feature vectors and contour operations that allow even automatic contour splitting. To support shrinkage of the contour and obtain a better fit for the concave parts, an area force is introduced. When two parts of the active contour approach each other, it divides. The contour undergoing elastic deformation is considered as a set of masses linked by springs with their natural lengths set to zero. We also propose a method for automatic estimation of some model parameters based on a histogram of image forces along a contour.", keywords = "Elasticity, Active contour methods, Segmentation, Image processing", } @InProceedings{Fleischer:1995:CTG, author = "Kurt Fleischer and David Laidlaw and Bena Currin and Alan Barr", title = "Cellular Texture Generation", editor = "Robert Cook", series = "Annual Conference Series", pages = "239--248", booktitle = "SIGGRAPH 95 Conference Proceedings", year = "1995", organization = "ACM SIGGRAPH", publisher = "Addison Wesley", month = aug, annote = "We propose an approach for modeling surface details such as scales, feathers, or thorns. These types of cellular textures require a representation with more detail than texture-mapping but are inconvenient to model with hand-crafted geometry. We generate patterns of geometric elements using a biologically-motivated cellular development simulation together with a constraint to keep the cells on a surface. The surface may be defined by an implicit function, a volume dataset, or a polygonal mesh. Our simulation combines and extends previous work in developmental models and constrained particle systems.", keywords = "particle systems, developmental models, data amplification, constraints, texture mapping, bump mapping, displacement mapping", } @Article{Ghazanfarpour:1995:SAA, author = "D. Ghazanfarpour and J. M. Dischler", title = "Spectral analysis for automatic 3-{D} texture generation", journal = "Computers \& Graphics", year = "1995", volume = "19", number = "3", month = may, pages = "413--422", publisher = "Pergamon Press / Elsevier Science", note = "ISSN 0097-8493", } @Article{Gross:1995:VMS, author = "M. H. Gross and R. Koch", title = "Visualization of multidimensional shape and texture features in laser range data using complex-valued {Gabor} wavelets", journal = "IEEE Transactions on Visualization and Computer Graphics", year = "1995", volume = "1", number = "1", pages = "44--59", month = mar, note = "ISSN 1077-2626", } @InProceedings{Heeger:1995:PBT, author = "David J. Heeger and James R. Bergen", title = "{Pyramid-Based} Texture Analysis/Synthesis", editor = "Robert Cook", series = "Annual Conference Series", pages = "229--238", booktitle = "SIGGRAPH 95 Conference Proceedings", year = "1995", organization = "ACM SIGGRAPH", publisher = "Addison Wesley", month = aug, annote = "This paper describes a method for synthesizing images that match the texture appearanceof a given digitized sample. This synthesis is completely automatic and requires only the ``target'' texture as input. It allows generation of as much texture as desired so that any object can be covered. It can be used to produce solid textures for creating textured 3-d objects without the distortions inherent in texture mapping. It can also be used to synthesize texture mixtures, images that look a bit like each of several digitized samples. The approach is based on a model of human texture perception, and has potential to be a practically useful tool for graphics applications.", } @Article{Lippert:1995:FWB, author = "L. Lippert and M. H. Gross", title = "Fast Wavelet Based Volume Rendering by Accumulation of Transparent Texture Maps", journal = "Computer Graphics Forum", editor = "Frits Post and Martin G{\"{o}}bel", year = "1995", pages = "431--444", volume = "14", number = "3", organization = "Eurographics", publisher = "Blackwell Publishers", month = aug, note = "Proceedings of Eurographics '95. ISSN 1067-7055", keywords = "volume rendering, intensity integration, wavelet transform, projection slice theorem, texture mapping, accumulation buffering, fourier transform", annote = "In the following paper, a new method for fast and accurate volume intensity and color integration is elaborated, which employs wavelet decompositions and texture mapping. At this point, it comprises and unifies the advantages of recently introduced Fourier domain volume rendering techniques and wavelet based volume rendering. Specifically, the method computes analytic solutions of the ray intensity integral through a single wavelet by slicing its Fourier transform and by backprojecting it into the spatial domain. The resulting slices can be considered as RGB textures where R, G and B account for the decomposed volume color function. Due to the similarity of the basis functions, the computation of the texture map has to be figured out only once for each 3D mother wavelet. Hence, the final volume rendering procedure turns out to be a superposition of self-similar, transparent and colored textures, which is supported by modem hardware accumulation buffers. Linear shading and attenuation can be introduced by modifications of the wavelet's Fourier transform. The main advantages of this method are the provision of accurate solutions and quantification of error bounds, the absence of any expensive prefiltering and the independence of the computational costs from the image resolution. Furthermore, any required discretization, such as the resolution of the basis textures is defined within the computational framework of the wavelet transform. The method is not restricted to a specific type of wavelet unless is provides an analytic Fourier description, such as any B-spline wavelets do.", } @Article{Mallinder:1995:MLW, author = "H. Mallinder", title = "The Modelling of Large Waterfalls using String Texture", journal = "Journal of Visualization and Computer Animation", year = "1995", volume = "6", number = "1", pages = "3--10", month = jan, note = "ISSN 1049-8907", } @Article{Maruya:1995:GTM, author = "Makoto Maruya", title = "Generating a Texture Map from Object-Surface Texture Data", journal = "Computer Graphics Forum", editor = "Frits Post and Martin G{\"{o}}bel", year = "1995", pages = "397--406", volume = "14", number = "3", organization = "Eurographics", publisher = "Blackwell Publishers", month = aug, note = "Proceedings of Eurographics '95. ISSN 1067-7055", keywords = "range scanning, mesh simplification, texture map creation", annote = "A number of 3D digitizing methods, including stereopsis, are capable of measuring not only an object's shape but also its surface texture. Measured shape data can be expressed as a polyhedron whose faces are triangular, and object-surface texture data can be represented in the form of color data for each of the vertices of the various triangles. The ability to apply object-surface texture data directly to the creation of computer graphics images has been severely limited by the extreme difliculty of expressing such texture data in the image from which conventional texture mapping proceeds (commonly referred to as a texture map). Proposed here is a method that generates a texture map from object-surface texture data. First, the method reduces the number of triangles in the polyhedron while preserving essentially all the color data that it originally contained. Next, it arranges the triangles in the simplified triangle mesh onto a plane, and generates a texture map from this arrangement. This method preserves the full texture of an object, no matter how complex its shape, an advantage over the conventional cylindrical texture representation approach. Furthermore, since essentially all color data has been retained, the reduction in the number of triangles does not produce any significant reduction in the texture-realism of the object image produced.", } @InProceedings{Schroeder:1995:SWT, author = "P. Schroeder and W. Sweldens", title = "Spherical wavelets: texture processing", booktitle = "Eurographics Rendering Workshop 1995", year = "1995", organization = "Eurographics", month = jun, } @Article{Ware:1995:UVT, author = "Colin Ware and William Knight", title = "Using Visual Texture for Information Display", journal = "ACM Transactions on Graphics", year = "1995", volume = "14", number = "1", pages = "3--20", month = jan, note = "ISSN 0730-0301", annote = "Results from vision research are applied to the synthesis of visual texture for the purposes of information display. The literature surveyed suggests that the human visual system processes spatial information by means of parallel arrays of neurons that can be modeled by Gabor functions. Based on the Gabor model, it is argued that the fundamental dimensions of texture for human perception are orientation, size (1/frequency), and contrast. It is shown that there are a number of trade-offs in the density with which information can be displayed using texture. Two of these are (1) a trade-off between the size of the texture elements and the precision with which the location can be specified, and (2) the precision with which texture orientation can be specified and the precision with which texture size can be specified. Two algorithms for generating texture are included.", } @Article{Yamrom:1995:VFA, author = "B. Yamrom and K. M. Martin", title = "Vector Field Animation with Texture Maps", journal = "IEEE Computer Graphics and Applications", year = "1995", volume = "15", number = "2", pages = "22--24", month = mar, } @Article{Ackermann:1996:SCH, author = "{Hans-Josef} Ackermann", title = "Single chip hardware support for rasterization and texture mapping", journal = "Computers \& Graphics", year = "1996", volume = "20", number = "4", month = jul, pages = "503--514", publisher = "Pergamon Press / Elsevier Science", note = "ISSN 0097-8493", } @InProceedings{Aliaga:1996:VCM, title = "Visualization of Complex Models Using Dynamic Texture-based Simplification", author = "Daniel G. Aliaga", booktitle = "IEEE Visualization '96", organization = "IEEE", year = "1996", month = oct, note = "ISBN 0-89791-864-9", } @InProceedings{Borac:1996:WBT, author = "Silviu Borac and Eugene Fiume", title = "Wavelet Based Texture Resampling", booktitle = "Eurographics Rendering Workshop 1996", editor = "Xavier Pueyo and Peter Schr{\"{o}}der", year = "1996", organization = "Eurographics", publisher = "Springer Wien", address = "New York City, NY", month = jun, pages = "195--204", note = "ISBN 3-211-82883-4", annote = "The integral equation arising from space variant 2-D texture resampling is reformulated through wavelet analysis. We transform the standard convolution integral in texture space into an inner product over sparse representations for both the texture and the warped filter function. This yields an algorithm that operates in constant time in the area of the domain of convolution, and that is sensitive to the frequency content of both the filter and the texture. The reformulation admits further acceleration for space-invariant resampling.", } @InProceedings{Chover:1996:MUE, author = "Miguel Chover and Roberto Vivo and Ricardo Quiros and Xavier Lluch", title = "Modeling Urban Environments using Texture and Displacement Maps", booktitle = "12th Spring Conference on Computer Graphics", pages = "231--238", year = "1996", editor = "Werner Purgathofer", month = jun, organization = "Comenius University, Bratislava, Slovakia", note = "ISBN 80-223-1032-8", } @Article{Demirer:1996:ATH, author = "Mehmet Demirer and Richard L. Grimsdale", title = "Approximation techniques for high performance texture mapping", journal = "Computers \& Graphics", year = "1996", volume = "20", number = "4", month = jul, pages = "483--490", publisher = "Pergamon Press / Elsevier Science", note = "ISSN 0097-8493", } @InProceedings{Fang:1996:DVR, title = "Deformable Volume Rendering by {3D} Texture Mapping and Octree Encoding", author = "Shiaofen Fang and Rajagopalan Srinivasan and Su Huang and Ragu Raghavan", booktitle = "IEEE Visualization '96", organization = "IEEE", year = "1996", month = oct, note = "ISBN 0-89791-864-9", } @Article{Ghazanfarpour:1996:GTU, author = "Djamchid Ghazanfarpour and {Jean-Michel} Dischler", title = "Generation of 3{D} Texture Using Multiple 2{D} Models Analysis", journal = "Computer Graphics Forum", editor = "Jarek Rossignac and Fran{\c{c}}ois Sillion", year = "1996", pages = "311--324", volume = "15", number = "3", organization = "Eurographics", publisher = "Blackwell Publishers", month = aug, note = "Proceedings of Eurographics '96. ISSN 1067-7055", annote = "Solid (3D) texturing is commonly used in computer graphics for producing more realistic images. It is often more attractive than the conventional 2D texture mapping but remains more complex on some points. Its major difficulty concerns the generation of 3D texture in a general and efficient way. The well-known traditional procedural methods use generally a simplified mathematical model of a natural texture. No reliable way for the choice of the mathematical model parameters, which characterise directly the produced 3D texture, is given. Therefore, 3D texture generation becomes a more or less experimental process with these methods. Our recently published method for an automatic 3D texture generation avoids this problem by the use of the spectral analysis of one 2D model texture. The resulting 3D texture is of good quality but one open problem remains: the aspect of the produced texture cannot be fully controlled over the entire 3D space by only one 2D spectral analysis. This may be considered as a serious limitation for some kinds of textures representing important variations in any direction. In this paper we present a new and more powerful analytical approach for an automatic 3D texture generation. Contrarily to our previous method, this new approach is not exclusively based on the spectral analysis of only one 2D model It uses two or three 2D models corresponding to different slices of a 3D texture block, so, the aspect of the produced 3D texture can be controlled more efficiently over the entire 3D space. In addition, a more efficient 3D texture antialiasing, well adapted to this new method is presented.", keywords = "Texturing, automatic 3D texture generation, spectral analysis, antialiasing", } @Article{Godin:1996:TMA, author = "Marc Rioux {Marc Soucy, Guy Godin}", title = "A texture-mapping approach for the compression of colored 3{D} triangulations", journal = "The Visual Computer", year = "1996", volume = "12", number = "10", pages = "503--514", note = "ISSN 0178-2789", publisher = "Springer-Verlag", annote = "We present an algorithm that constructs compact and realistic descriptions of colored 3D objects using texture mapping on compressed triangulations. A high- resolution triangular mesh model is created by integrating measurements from a color 3D laser sensor. Each vertex is attributed with a RGB color value. The high-resolution triangulation is transformed into a compressed triangulation and a texture map. This map embeds the color information of the vertices removed during the geometric compression and projected on the lower resolution triangulation. We describe the algorithm for the rapid and efficient construction of a texture map for compressed triangulations of arbitrary topology. Experiments show that high compression rates can be achieved while maintaining good visual similarity between the original and compressed models.", keywords = "triangulation, geometric compression, texture mapping, multiresolution, color digitizing", } @Article{Knittel:1996:HST, author = "G{\"{u}}nter Knittel and A. Schilling and A. Kugler and Wolfgang Stra{\ss}er", title = "Hardware for superior texture performance", journal = "Computers \& Graphics", year = "1996", volume = "20", number = "4", month = jul, pages = "475--481", publisher = "Pergamon Press / Elsevier Science", note = "ISSN 0097-8493", } @Article{Molnar:1996:PTI, author = "Steven Molnar", title = "The pixelflow texture and image subsystem", journal = "Computers \& Graphics", year = "1996", volume = "20", number = "4", month = jul, pages = "491--502", publisher = "Pergamon Press / Elsevier Science", note = "ISSN 0097-8493", } @Article{Smets-Solanes:1996:VFB, author = "{Jean-Paul} {Smets-Solanes}", title = "Vector Field Based Texture Mapping ofanimated Implicit Objects", journal = "Computer Graphics Forum", editor = "Jarek Rossignac and Fran{\c{c}}ois Sillion", year = "1996", pages = "289--300", volume = "15", number = "3", organization = "Eurographics", publisher = "Blackwell Publishers", month = aug, note = "Proceedings of Eurographics '96. ISSN 1067-7055", annote = "This paper shows that an adequate use of vector fields can solve most inconsistencies related to texture mapping that appear in current animation and rendering systems based on implicit objects. The method used is based on the concept of a virtual skin. A skin with its own texture mapping is spread over an implicit object and is constrained to stick to the deformation of the implicit object. A vector field is used to compute the relationship between the motion of the skin and the deformation of the object. Visual and implementation issues are discussed with respect to typical applications of implicit objects in computer graphics.", keywords = "texture, mapping, rendering, metaball, implicit surface, implicit object, animation, deformation, simulation, vector field, virtual skin, gliding, sticking", } @InProceedings{Wang:1996:ATE, author = "X. Wang and J. Lim and R. T. Collins and A. R. Hanson", title = "Automated Texture Extraction from Multiple Images to Support Site Model Refinment and Visualization", booktitle = "Winter School of Computer Graphics 1996", year = "1996", month = feb, note = "held at University of West Bohemia, Plzen, Czech Republic, 12-16 February 1996", } @InProceedings{Worley:1996:CTB, author = "Steven P. Worley", title = "A Cellular Texture Basis Function", editor = "Holly Rushmeier", series = "Annual Conference Series", pages = "291--294", booktitle = "SIGGRAPH 96 Conference Proceedings", year = "1996", organization = "ACM SIGGRAPH", publisher = "Addison Wesley", month = aug, annote = "Solid texturing is a powerful way to add detail to the surface of rendered objects. Perlin's ``noise'' is a 3D basis function used in some of the most dramatic and useful surface texture algorithms. We present a new basis function which complements Perlin noise, based on a partitioning of space into a random array of cells. We have used this new basis function to produce textured surfaces resembling flagstone-like tiled areas, organic crusty skin, crumpled paper, ice, rock, mountain ranges, and craters. The new basis function can be computed efficiently without the need for precalculation or table storage.", } @Article{Bailey:1997:ETD, author = "Michael Bailey and Dru Clark", title = "Encoding Three-Dimensional Surface Information in a Texture Vector", journal = "Journal of Graphics Tools", year = "1997", volume = "2", number = "3", note = "ISSN 1086-7651", annote = "This paper describes a novel use of texture mapping. Surface information, in this case the surface normal, is used as the texture coordinates. As we rotate the object, the color pattern on its surfaces fluctuates based on its surface normal orientation in world space. The result is a fast human-in-the-loop interactive system for optimizing mechanical part orientation for fabrication.", } @InProceedings{Bonet:1997:MSP, author = "Jeremy S. {De Bonet}", title = "Multiresolution Sampling Procedure for Analysis and Synthesis of Texture Images", booktitle = "SIGGRAPH 97 Conference Proceedings", editor = "Turner Whitted", series = "Annual Conference Series", year = "1997", organization = "ACM SIGGRAPH", publisher = "Addison Wesley", month = aug, pages = "361--368", annote = "This paper outlines a technique for treating input texture images as probability density estimators from which new textures, with similar appearance and structural properties, can be sampled. In a two-phase process, the input texture is first analyzed by measuring the joint occurrence of texture discrimination features at multiple resolutions. In the second phase, a new texture is synthesized by sampling successive spatial frequency bands from the input texture, conditioned on the similar joint occurrence of features at lower spatial frequencies. Textures synthesized with this method more suc-cessfully capture the characteristics of input textures than do previous techniques.", } @Article{Busch:1997:WBT, author = "Christoph Busch", title = "Wavelet based texture segmentation of multi-modal tomographic images", journal = "Computers \& Graphics", year = "1997", volume = "21", number = "3", month = may, pages = "347--358", publisher = "Pergamon Press / Elsevier Science", note = "ISSN 0097-8493", annote = "This paper presents a segmentation pipeline for computer-based automatic analysis of multi-modal tomographic images. It is a computer based support for the localization of pathological tissues such as brain tumors. The segmentation pipeline of the presented approach includes texture analysis, classification with a modified Kohonen Feature Map, a collection of classifiers and knowledge based morphological postprocessing. Furthermore this paper presents a statistical investigation that compares the wavelet transform to classical texture analysis methods. Patient data which was acquired using magnetic resonance imaging (MRI) and computer tomography (CT) is used for this investigation.", } @InProceedings{Clark:1997:VHF, author = "Dru Clark and Michael J. Bailey", title = "Visualization of Height Field Data with Physical Models and Texture Photomapping", booktitle = "IEEE Visualization \'97", editor = "Roni Yagel and Hans Hagen", year = "1997", organization = "IEEE", month = nov, pages = "89--94", } @Article{Interrante:1997:CSS, author = "Victoria Interrante and Henry Fuchs and Stephen M. Pizer", title = "Conveying the 3{D} Shape of Smoothly Curving Transparent Surfaces via Texture", journal = "IEEE Transactions on Visualization and Computer Graphics", year = "1997", volume = "3", number = "2", month = apr # "--" # jun, note = "ISSN 1077-2626", keywords = "transparent surfaces, shape and depth perception, shape representation, principal direction texture", annote = "Transparency can be a useful device for depicting multiple overlapping surfaces in a single image. The challenge is to render the transparent surfaces in such a way that their three-dimensional shape can be readily understood and their depth distance from underlying structures clearly perceived. This paper describes our investigations into the use of sparsely-distributed discrete, opaque texture as an {"}artistic device{"} for more explicitly indicating the relative depth of a transparent surface and for communicating the essential features of its 3D shape in an intuitively meaningful and minimally occluding way. The driving application for this work is the visualization of layered surfaces in radiation therapy treatment planning data, and the technique is illustrated on transparent isointensity surfaces of radiation dose. We describe the perceptual motivation and artistic inspiration for defining a stroke texture that is locally oriented in the direction of greatest normal curvature (and in which individual strokes are of a length proportional to the magnitude of the curvature in the direction they indicate), and discuss two alternative methods for applying this texture to isointensity surfaces defined in a volume. We propose an experimental paradigm for objectively measuring observers' ability to judge the shape and depth of a layered transparent surface, in the course of a task relevant to the needs of radiotherapy treatment planning, and use this paradigm to evaluate the practical effectiveness of our approach through a controlled observer experiment based on images generated from actual clinical data.", } @Article{Kugler:1997:HPT, author = "Anders Kugler", title = "High-performance texture decompression hardware", journal = "The Visual Computer", year = "1997", volume = "13", number = "2", pages = "51--63", publisher = "Springer-Verlag", note = "ISSN 0178-2789", keywords = "graphics hardware, texture mapping, image quantisation and compression, filtering", annote = "mage compression in the context of texture mapping presents two interesting advantages and brings high-performance texture mapping into the range of low-cost systems. The texture memory size is significantly reduced, and less bandwidth between the memory and the texturing unit is needed. Textures are compressed with a lossy method based on vector quantisation. We present a hardware architecture that decompresses textures before mapping them onto objects. The errors due to vector quantisation and the inherent image degradation in the compressed texture are analysed. To enhance the subjective image quality, adaptive space-variant filtering is applied locally during the texture-mapping phase to reduce the artefacts introduced by lossy compression in critical image areas.", } @InProceedings{Proesman:1997:RBL, author = "M. Proesman and L. Van Gool", title = "Reading between the Lines - a method for extracting dynamic {3D} with Texture", booktitle = "ACM Symposium on Virtual Reality Software and Technology", editor = "Daniel Thalmann", year = "1997", organization = "ACM", publisher = "ACM Press", address = "New York, NY", month = sep, } @Article{Shirman:1997:FAT, author = "Leon Shirman and Yakov Kamen", title = "Fast and Accurate Texture Placement", journal = "IEEE Computer Graphics \& Applications", year = "1997", volume = "17", number = "1", month = jan # "-" # feb, pages = "60--66", note = "ISSN 0272-1716", } @InProceedings{Wong:1997:GDT, author = "{Tien-Tsin} Wong and {Wai-Yin} Ng and {Pheng-Ann} Heng", title = "A Geometry Dependent Texture Generation Framework for Simulating Surface Imperfections", booktitle = "Eurographics Rendering Workshop 1997", editor = "Julie Dorsey and Philipp Slusallek", year = "1997", organization = "Eurographics", publisher = "Springer Wien", address = "New York City, NY", month = jun, pages = "139--150", note = "ISBN 3-211-83001-4", annote = "To model surface imperfections and weathering, we propose a two-step texture generation framework in between manual texture synthesis and automatic physical simulation. Although the pattern of blemishes looks random, the systematic and geometry dependent nature of the underlying distribution is still observable. A distribution of tendency (potential to contain blemishes) is modeled in the first step, which includes user control and geometric information. The second generates and distributes an irregular blemish pattern according to the modeled tendency distribution. As examples we model three common surface imperfections; dust accumulation, patina and peeling.", } @Article{Aliaga:1998:STT, author = "D. G. Aliaga and A. A. Lastra", title = "Smooth transitions in texture-based simplification", journal = "Computers \& Graphics", year = "1998", volume = "22", number = "1", pages = "71--81", month = feb, publisher = "Elsevier Science", note = "ISSN 0097-8493", keywords = "geometry, textures, warping, morphing, visual complexity, space partitioning, simpli®cation, visibility culling, interactive", annote = "We are investigating techniques for providing smooth transitions when simplifying large, static geometric models with texture-based representations (or impostors). Traditionally, textures have been used to replace complex geometry, for example the books on a shelf or the complex foliage on a tree. Using textures in a more general manner is a relatively new area of research. The key idea is that 2D image textures can be used to temporarily represent 3D geometry. Rendering speed is increased if a replacement texture can be used for several frames, since textures can be rendered quickly and independently of model complexity. Because a texture is only correct from a single viewpoint, visual discontinuities, such as misalignment with adjacent geometry, begin to appear as the texture is used from other viewpoints. Previous approaches have controlled these errors by re-rendering the textures often or providing a large set of precomputed textures. We have improved upon these methods by developing algorithms for: (a) providing continuous imagery across borders between geometry and sampled textures at all times; (b) providing smooth dynamic transitions between geometry and texture.", } @Article{Aliaga:1998:STT, author = "Daniel G. Aliaga and Anselmo A. Lastra", title = "Smooth transitions in texture-based simplification", journal = "Computers \& Graphics", year = "1998", volume = "22", number = "1", month = feb, pages = "71--81", publisher = "Pergamon Press / Elsevier Science", note = "ISSN 0097-8493", keywords = "geometry, textures, warping, morphing, visual complexity, space partitioning, simpli®cation, visibility culling, interactive", annote = "We are investigating techniques for providing smooth transitions when simplifying large, static geometric models with texture-based representations (or impostors). Traditionally, textures have been used to replace complex geometry, for example the books on a shelf or the complex foliage on a tree. Using textures in a more general manner is a relatively new area of research. The key idea is that 2D image textures can be used to temporarily represent 3D geometry. Rendering speed is increased if a replacement texture can be used for several frames, since textures can be rendered quickly and independently of model complexity. Because a texture is only correct from a single viewpoint, visual discontinuities, such as misalignment with adjacent geometry, begin to appear as the texture is used from other viewpoints. Previous approaches have controlled these errors by re-rendering the textures often or providing a large set of precomputed textures. We have improved upon these methods by developing algorithms for: (a) providing continuous imagery across borders between geometry and sampled textures at all times; (b) providing smooth dynamic transitions between geometry and texture.", } @InProceedings{Correa:1998:TMC, author = "Wagner Toledo Corr{\^{e}}a and Robert J. Jensen and Craig E. Thayer and Adam Finkelstein", title = "Texture Mapping for Cel Animation", booktitle = "SIGGRAPH 98 Conference Proceedings", editor = "Michael Cohen", series = "Annual Conference Series", year = "1998", organization = "ACM SIGGRAPH", publisher = "Addison Wesley", month = jul, pages = "435--446", note = "ISBN 0-89791-999-8", keywords = "Cel animation, texture mapping, silhouette detection, warp, metamorphosis, morph, non-photorealistic rendering", annote = "We present a method for applying complex textures to hand-drawn characters in cel animation. The method correlates features in a simple, textured, 3-D model with features on a hand-drawn figure, and then distorts the model to conform to the hand-drawn artwork. The process uses two new algorithms: a silhouette detection scheme and a depth-preserving warp. The silhouette detection algorithm is simple and efficient, and it produces continuous, smooth, visible contours on a 3-D model. The warp distorts the model in only two dimensions to match the artwork from a given camera perspective, yet preserves 3-D effects such as self-occlusion and foreshortening. The entire process allows animators to combine complex textures with hand-drawn artwork, leveraging the strengths of 3-D computer graphics while retaining the expressiveness of traditional hand-drawn cel animation.", } @InProceedings{Levy:1998:NDT, author = "Bruno L{\'{e}}vy and {Jean-Laurent} Mallet", title = "Non-Distorted Texture Mapping for Sheared Triangulated Meshes", booktitle = "SIGGRAPH 98 Conference Proceedings", editor = "Michael Cohen", series = "Annual Conference Series", year = "1998", organization = "ACM SIGGRAPH", publisher = "Addison Wesley", month = jul, pages = "343--352", note = "ISBN 0-89791-999-8", keywords = "Non Distorted Texture Mapping, Parametrization, Discrete Smooth Interpolation, Optimization", annote = "This article introduces new techniques for non-distorted texture mapping on complex triangulated meshes. Texture coordinates are assigned to the vertices of the triangulation by using an iterative optimization algorithm, honoring a set of constraints minimizing the distortions. As compared to other global optimization techniques, our method allows the user to specify the surface zones where distortions should be minimized in order of preference. The modular approach described in this paper results in a highly flexible method, facilitating a customized mapping construction. For instance, it is easy to align the texture on the surface with a set of user defined isoparametric curves. Moreover, the mapping can be made continuous through cuts, allowing to parametrize in one go complex cut surfaces. It is easy to specify other constraints to be honored by the so-constructed mappings, as soon as they can be expressed by linear (or linearizable) relations. This method has been integrated successfully within a widely used {CAD} software dedicated to geosciences. In this context, applications of the method comprise numerical computations of physical properties stored in fine grids within texture space, unfolding geological layers and generating grids that are suitable for finite element analysis. The impact of the method could be also important for 3D paint systems.", } @Article{Miller:1998:FTC, author = "Gavin Miller and Mark Halstead and Michael Clifton", title = "On-the-fly Texture Computation for Real-Time Surface Shading", journal = "IEEE Computer Graphics \& Applications", year = "1998", volume = "18", number = "2", month = mar # "--" # apr, pages = "44--58", note = "ISSN 0272-1716", } @InProceedings{Nuzzolese:1980:OBP, author = "V. Nuzzolese", title = "Obtaining Buildings Perspective Views Complete of Materials Textures", year = "1980", volume = "4", booktitle = "CAD 80, Fourth International Conference and Exhibition on Computers in Design Engineering", publisher = "IPC Business Press Ltd", pages = "109--117", address = "Guildford, Surrey", keywords = "Algorithmic Aspects perspective transformation and texture and Applications of Computer Graphics architecture", } @InCollection{Smith:1980:IRT, author = "Alvy Ray Smith", title = "Incremental Rendering of Textures in Perspective", year = "1980", month = jul, booktitle = "SIGGRAPH '80 Animation Graphics seminar notes", publisher = "", keywords = "texture mapping", } @InProceedings{Gangnet:1982:PMP, author = "M. Gangnet and D. Perny and P. Coueignoux", title = "Perspective mapping of planar textures", booktitle = "Eurographics '82", pages = "57--70", year = "1982", editor = "D. S. Greenaway and E. A. Warman", conference = "European Computer Graphics Conference and Exhibition", publisher = "North-Holland", keywords = "I37 planar textures", } @Article{Perny:1982:PMP, author = "D. Perny and M. Gangnet and P. Loueignoux", title = "Perspective Mapping of Planar Textures", year = "1982", month = may, journal = "Computer Graphics (USA)", volume = "16", pages = "70--100", keywords = "I37 planar textures", } @PhdThesis{Gagalowicz:1983:VMT, author = "Andre Gagalowicz", title = "Vers un modele de textures", pages = "351", year = "1983", type = "Ph.D. Thesis", school = "Universite Pierre et Marie Curie, Paris VI", keywords = "", annote = "", } @Article{Gangnet:1984:PMP, author = "M. Gangnet and D. Perny and P. Coueignoux", title = "Perspective Mapping of Planar Textures", pages = "115--123", journal = "Computers and Graphics", volume = "8", number = "2", year = "1984", keywords = "I37 textures", annote = "Eurographics '82 Award Paper", } @Book{Gangnet:1984:TPM, author = "Michel Gangnet and Djamchid Ghazanfarpour", title = "Techniques for Perspective Mapping of Planar Textures", year = "1984", month = may, publisher = "Colloque Image de Biarritz, CESTA", pages = "29--35", keywords = "texture mapping, antialiasing", } @TechReport{Oppenheimer:1984:FQR, author = "Peter Oppenheimer", title = "Fractal Quadtree Representations of Surfaces and Textures", year = "1984", month = nov, number = "9", type = "3DTM", institution = "NYIT Computer Graphics Lab", } @Article{Carey:1985:TRI, author = "R. J. Carey and D. P. Greenberg", title = "Textures for Realistic Image Synthesis", pages = "125--138", journal = "Computers and Graphics", volume = "9", number = "2", year = "1985", keywords = "texture", } @Article{Clark:1985:RIR, author = "A. L. Clark", title = "Roughing It: Realistic Surface Types and Textures in Solid Modeling", pages = "12--16", journal = "Comput. Mech. Eng.", volume = "3", number = "5", year = "1985", month = mar, keywords = "I37 textures, I35 solid modeling", } @InProceedings{Fuchs:1985:FSS, author = "Henry Fuchs and Jack Goldfeather and Jeff P. Hultquist and Susan Spach and John D. Austin and Frederick P. {Brooks, Jr.} and John G. Eyles and John Poulton", title = "Fast Spheres, Shadows, Textures, Transparencies, and Image Enhancements in {P}ixel-{P}lanes", pages = "111--120", booktitle = "Computer Graphics (SIGGRAPH '85 Proceedings)", volume = "19", year = "1985", month = jul, editor = "B. A. Barsky", conference = "held in San Francisco, CA; 22--26 July 1985", keywords = "I31 pixel planes, parallel processing", annote = "Fuchs' Pixel-Planes machine is explained in general. See [Eyles 87] for a final report. Explanation of how the machine can process linear equations, and gives several algorithms for display. Also published in Advances in Computer Graphics I, EUROGRAPHIC 86.", } @InCollection{Gagalowicz:1985:MDS, author = "Andre Gagalowicz and Song de Ma", title = "Model Driven Synthesis of Natural Textures for 3-{D} Scenes", year = "1985", booktitle = "Eurographics '85", publisher = "", pages = "91--108", keywords = "texture synthesis", } @Article{Gagalowicz:1986:MDS, author = "A. Gagalowicz and Song-Di-Ma", title = "Model Driven Synthesis of Natural Textures for 3-{D} Scenes", pages = "161--170", journal = "Computers and Graphics", volume = "10", number = "2", year = "1986", keywords = "I37 natural textures, I37 3D scenes", annote = "Eurographics '85 Award Paper", } @PhdThesis{Ma:1986:MST, author = "Song-De Ma", title = "Modelisation et synthese de textures, application a l'infographie", month = jun, year = "1986", type = "Ph.D. Thesis", school = "Universite Pierre et Marie Curie, Paris VI", annote = "", } @InProceedings{Gagalowicz:1988:ASM, author = "Andre Gagalowicz and Song D. Ma", title = "Animation of stochastic model-based 3d textures", pages = "313--326", booktitle = "Eurographics '88", year = "1988", month = sep, editor = "D. A. Duce and P. Jancene", publisher = "North-Holland", conference = "European Computer Graphics Conference and Exhibition; held in Nice, France; 12 -- 16 September 1988", keywords = "", annote = "", } @InProceedings{Kajiya:1989:RTD, author = "James T. Kajiya and Timothy L. Kay", title = "Rendering Fur with Three Dimensional Textures", year = "1989", month = jul, volume = "23", booktitle = "Computer Graphics (SIGGRAPH '89 Proceedings)", pages = "271--280", editor = "Jeffrey Lane", } @InProceedings{Heckbert:1990:ART, author = "Paul S. Heckbert", title = "Adaptive Radiosity Textures for Bidirectional Ray Tracing", year = "1990", month = aug, volume = "24", editor = "Forest Baskett", booktitle = "Computer Graphics (SIGGRAPH '90 Proceedings)", pages = "145--154", keywords = "density estimation, texture mapping, quadtree, adaptive subdivision, sampling", } @InProceedings{Buchanan:1991:FT, author = "John Buchanan", title = "The Filtering of 3d Textures", pages = "53--60", booktitle = "Proceedings of Graphics Interface '91", year = "1991", month = jun, conference = "held in Calgary, Alberta; 3-7 June 1991", keywords = "solid texture, aliasing, clamping, filtering, quadrature rules", annote = "", } @InProceedings{Max:1991:STR, author = "Nelson L. Max and Geoff Wyvill", title = "Shapes and textures for rendering coral", pages = "333--343", booktitle = "Scientific Visualization of Physical Phenomena (Proceedings of CG International '91)", year = "1991", editor = "N. M. Patrikalakis", publisher = "Springer-Verlag", conference = "held in Cambridge, Massachusetts; 26-28 June 1991", keywords = "growth model, soft object, volume texture, bump mapping, coral", annote = "", } @InProceedings{Sakas:1991:SAA, author = "G. Sakas and M. Gerth", title = "Sampling and Anti-Aliasing of Discrete 3{D} Volume Density Textures", pages = "87--102", booktitle = "Eurographics '91", year = "1991", month = sep, editor = "Werner Purgathofer", publisher = "North-Holland", conference = "European Computer Graphics Conference and Exhibition; held in Vienna, Austria; 2-6 September 1991", keywords = "ray tracing", annote = "", } @InProceedings{Turk:1991:GTA, author = "Greg Turk", title = "Generating textures for arbitrary surfaces using reaction-diffusion", pages = "289--298", booktitle = "Computer Graphics (SIGGRAPH '91 Proceedings)", volume = "25", year = "1991", month = jul, editor = "Thomas W. Sederberg", conference = "held in Las Vegas, Nevada; 28 July - 2 August 1991", keywords = "reaction-diffusion, biological models, texture mapping", annote = "", } @InProceedings{Walsum:1991:RCA, author = "T. van Walsum and P. R. van Nieuwenhuizen and F. W. Jansen", title = "Refinement Criteria for Adaptive Stochastic Ray Tracing of Textures", pages = "155--166", booktitle = "Eurographics '91", year = "1991", month = sep, editor = "Werner Purgathofer", publisher = "North-Holland", conference = "European Computer Graphics Conference and Exhibition; held in Vienna, Austria; 2-6 September 1991", keywords = "sampling techniques", annote = "", } @InProceedings{Witkin:1991:RDT, author = "Andrew Witkin and Michael Kass", title = "Reaction-diffusion textures", pages = "299--308", booktitle = "Computer Graphics (SIGGRAPH '91 Proceedings)", volume = "25", year = "1991", month = jul, editor = "Thomas W. Sederberg", conference = "held in Las Vegas, Nevada; 28 July - 2 August 1991", keywords = "texture synthesis, natural phenomena, simulation", annote = "", } @InProceedings{Rhoades:1992:RTP, author = "John Rhoades and Greg Turk and Andrew Bell and Andrei State and Ulrich Neumann and Amitabh Varshney", title = "Real-time procedural textures", pages = "95--100", booktitle = "Computer Graphics (1992 Symposium on Interactive 3D Graphics)", volume = "25", number = "2", year = "1992", month = mar, editor = "David Zeltzer", conference = "held in Boston; 29 March - 1 April 1992", keywords = "", annote = "", } @Article{Sakas:1992:SAA, author = "Georgios Sakas and Matthias Gerth", title = "Sampling and anti-aliasing of discrete 3-{D} volume density textures", journal = "Comput. \& Graphics", volume = "16", number = "1", year = "1992", pages = "121--135", note = "Eurographics '91 award paper", } @TechReport{Gershbein:1994:TRCa, author = "Reid Gershbein and Peter Schroder and Pat Hanrahan", title = "Textures and Radiosity: Controlling Emission and Reflection from Texture Maps", type = "Technical report", number = "CS-TR-449-94", institution = "Princeton University", month = mar, year = "1994", bibsource = "sig-11-1994", } @InProceedings{Gershbein:1994:TRCc, author = "Reid Gershbein and Peter Schr{\"o}der and Pat Hanrahan", editor = "Andrew Glassner", booktitle = "Proceedings of SIGGRAPH '94 (Orlando, Florida, July 24--29, 1994)", title = "Textures and Radiosity: Controlling Emission and Reflection with Texture Maps", organization = "ACM SIGGRAPH", publisher = "ACM Press", pages = "51--58", month = jul, year = "1994", note = "ISBN 0-89791-667-0", series = "Computer Graphics Proceedings, Annual Conference Series", bibsource = "sig-11-1994", } @Article{Dai:1995:SFT, author = "{Wen-Kai} Dai and {Zen-Chung} Shih and {Ruei-Chuan} Chang", title = "Synthesizing Feather Textures in Galliformes", journal = "Computer Graphics Forum", editor = "Frits Post and Martin G{\"{o}}bel", year = "1995", pages = "407--420", volume = "14", number = "3", organization = "Eurographics", publisher = "Blackwell Publishers", month = aug, note = "Proceedings of Eurographics '95. ISSN 1067-7055", keywords = "texture, texture mapping, texture synthesis, Newton's method, iteration, dynamical system", annote = "The texture of feather is one of the most fascinating, complicated, and beautiful texture patterns in nature. In this paper, we propose a new and effective texture generation approach that uses the traits of iteration behavior to synthesize the textures of Galliformes feathers realistically. We also propose an interactive feather modeling approach which provides a close connection between the user's intuition and the resulting branching pattern. In texturing the feather structure, we use an object-space mapping technique. Experimental results are presented to show the effectiveness of our method.", } @Article{Lohmann:1995:AST, author = "Gabriele Lohmann", title = "Analysis and synthesis of textures: a co-occurrence-based approach", journal = "Computers \& Graphics", year = "1995", volume = "19", number = "1", month = jan, pages = "29--36", publisher = "Pergamon Press / Elsevier Science", note = "ISSN 0097-8493", } @InProceedings{Neyret:1995:GMM, author = "Fabrice Neyret", title = "A General and Multiscale Model for Volumetric Textures", booktitle = "Graphics Interface '95", editor = "Wayne A. Davis and Przemyslaw Prusinkiewicz", year = "1995", organization = "Canadian Information Processing Society", publisher = "Canadian Human-Computer Communications Society", month = may, pages = "83--91", note = "ISBN 0-9695338-4-5", keywords = "volumetric textures, complex geometry, rendering", } @InProceedings{Perlin:1995:LPP, author = "Ken Perlin and Luiz Velho", title = "Live Paint: Painting With Procedural Multiscale Textures", editor = "Robert Cook", series = "Annual Conference Series", pages = "153--160", booktitle = "SIGGRAPH 95 Conference Proceedings", year = "1995", organization = "ACM SIGGRAPH", publisher = "Addison Wesley", month = aug, note = "held in Los Angeles, California, 06-11 August 1995", annote = "We present actively procedural multiresolution paint textures. Texture elements may be linearly combined to create complex composite textures that continue to refine themselves when viewed at successively greater magnification. Actively procedural textures constitute a powerful drawing tool that can be used in a multiresolution paint system. They provide a mechanism to generate an infinite amount of detail with a simple and compact representation. We give several examples of procedural textures and show how to create different painting effects with them.", } @InProceedings{Beers:1996:RCT, author = "Andrew C. Beers and Maneesh Agrawala and Navin Chaddha", title = "Rendering from Compressed Textures", editor = "Holly Rushmeier", series = "Annual Conference Series", pages = "373--378", booktitle = "SIGGRAPH 96 Conference Proceedings", year = "1996", organization = "ACM SIGGRAPH", publisher = "Addison Wesley", month = aug, note = "held in New Orleans, Louisiana, 04-09 August 1996", annote = "We present a simple method for rendering directly from compressed textures in hardware and software rendering systems. Textures are compressed using a vector quantization (VQ) method. The advantage of VQ over other compression techniques is that textures can be decompressed quickly via simple table lookups during rendering. The drawback of using lossy compression schemes such as VQ for textures is that such methods introduce errors into the textures. We discuss techniques for controlling these losses. We also describe an extension to the basic VQ technique for compressing mipmaps. We have observed compression rates of up to 35:1, with minimal loss in visual quality and a small impact on rendering time. The simplicity of our technique lends itself to a hardware implementation.", } @InProceedings{Gelder:1996:DVR, title = "Direct Volume Rendering with Shading via Three-Dimensional Textures", author = "Allen {Van Gelder} and Kwansik Kim", booktitle = "1996 Volume Visualization Symposium", organization = "IEEE", year = "1996", pages = "23--30", month = oct, note = "ISBN 0-89791-741-3", } @InProceedings{Groeller:1996:MTT, author = "Eduard Gr{\"{o}}ller and Ren{\'{e}} T. Rau and Wolfgang Stra{\ss}er", title = "Modeling Textiles as Three Dimensional Textures", booktitle = "Eurographics Rendering Workshop 1996", editor = "Xavier Pueyo and Peter Schr{\"{o}}der", year = "1996", organization = "Eurographics", publisher = "Springer Wien", address = "New York City, NY", month = jun, pages = "205--214", note = "ISBN 3-211-82883-4", annote = "The modeling and rendering of textile materials has already been investigated in detail in the computer graphics literature. Modeling the 3D microstructure of textiles as volume data sets allows a more realistic image generation. Textiles, e.g., knitwear, are typically characterized by high repetitive structures. These repetitive features enable time and memory efficient rendering through object instancing even when using the ray-tracing technique. This paper concentrates on the rendering of more general textiles whose macrostructures are defined by free-form surfaces. We show how object instancing and tracing curved rays through object space efficiently produce realistic looking images. Concerning realism our approach of approximating the 3D microstructure of textiles with volume data sets compares favorably with previous techniques which used the mapping of 2D textures onto textile surfaces. This is especially true when a close-up inspection of synthetic textiles is required.", } @InProceedings{Neyret:1996:SVL, author = "Fabrice Neyret", title = "Synthesizing Verdant Landscapes using Volumetric Textures", booktitle = "Eurographics Rendering Workshop 1996", editor = "Xavier Pueyo and Peter Schr{\"{o}}der", year = "1996", organization = "Eurographics", publisher = "Springer Wien", address = "New York City, NY", month = jun, pages = "215--224", note = "ISBN 3-211-82883-4", annote = "Volumetric textures are able to represent complex repetitive data such as foliage, fur and forests by storing one sample of geometry in a volumetric texel to be mapped onto a surface. This volume consists in samples of densities and reflectances stored in voxels. The texel can be prefiltered similar to the mipmapping algorithm, giving an efficient rendering in ray-tracing with low aliasing, using a single ray per pixel. Our general purpose is to extend the volumetric texture method in order to provide a convenient and efficient tool for modeling, animating and rendering highly complex scenes in ray-tracing. In this paper, we show how to convert usual 3D models into texels, and how to render texels mapped onto any mesh type. We illustrate our method with verdant landscapes such as forests and lawns.", } @InProceedings{Rheingans:1996:OMT, title = "Opacity-modulating Triangular Textures for Irregular Surfaces", author = "Penny Rheingans", booktitle = "IEEE Visualization '96", organization = "IEEE", year = "1996", month = oct, note = "ISBN 0-89791-864-9", } @InProceedings{Aliaga:1997:AWU, author = "Daniel G. Aliaga and Anselmo A. Lastra", title = "Architectural Walkthroughs Using Portal Textures", booktitle = "IEEE Visualization \'97", editor = "Roni Yagel and Hans Hagen", year = "1997", organization = "IEEE", month = nov, pages = "355--362", } @InProceedings{Bastos:1997:ERR, author = "Rui Bastos and Michael Goslin and Hansong Zhang", title = "Efficient Radiosity Rendering using Textures and Bicubic Reconstruction", booktitle = "1997 Symposium on Interactive {3D} Graphics", pages = "71--74", year = "1997", editor = "Michael Cohen and David Zeltzer", month = apr, organization = "ACM SIGGRAPH", note = "ISBN 0-89791-884-3", } @Article{Chiba:1997:RFS, author = "Norishige Chiba and Kazunobu Muraoka and Akio Doi and Junya Hosokawa", title = "Rendering of Forest Scenery Using {3D} Textures", journal = "The Journal of Visualization and Computer Animation", year = "1997", volume = "8", number = "4", pages = "191--199", note = "ISSN 1049-9807", keywords = "computer graphics; forest scenery; 3D texture; volume rendering", annote = "Visual simulation of forest scenery is a challenging problem which includes the following tough sub-problems: generation of vegetation, representation of trees, simulation of colour change of leaves, and rendering of numerous trees. Among those sub-problems, this paper treats mainly the last one. A conventional polygon-based rendering algorithm often produces troublesome aliasing effects when it is applied to the objects having complex fine surfaces, such as forest scenery. In this paper, we show that an extended volume rendering technique applied to 3D textures, i.e. volume data in this paper, of trees is effective in the concerned problem. Kajiya left, as further work, the problem of rendering forest scenery by applying his 3D texture called texel. Our rendering method consists of the following three steps: we first generate 3D textures of trees from their polygon-based geometric models, we next arrange the 3D textures, allowing their possible mutual intersections, on the surface of a given polygon-based terrain model according to a simulated vegetation, and we finally produce an image of forest scenery by applying the ray-tracing algorithm including our slightly extended volume rendering technique.", } @Article{Dischler:1997:PDG, author = "J.-M. Dischler and D. Ghazanfarpour", title = "A Procedural Description of Geometric Textures by Spectral and Spatial Analysis of Profiles", journal = "Computer Graphics Forum", editor = "Dieter Fellner and L. {Szirmay-Kalos}", year = "1997", pages = "129--140", volume = "16", number = "3", organization = "Eurographics", publisher = "Blackwell Publishers", month = aug, note = "Proceedings of Eurographics '97. ISSN 1067-7055", annote = "In this paper we describe a method for automatically generating procedural ``geometric'' textures, using a hybrid (spectral and spatial) analysis of profiles (1D curves). The profile describes a certain height variation for a certain abscissa. We call ``geometric'' textures a class of textures including ``Bump'' textures and ``hypertextures.'' In dealing with this challenge (automatic synthesis), we introduce two new key ideas. The first is to compute efficiently a compact and procedural description of the texture, bv using a spectral (Fourier transform based) and spatial (histogram based) analytical approach of profiles. The resulting texture is defined as a sum of elementary random functions. This sum is generated according to the profile. The procedural description allows the direct computation of the texture values at any co-ordinates in the Euclidean space and the stochastic aspect of the elementary functions also allows for the processing of highly random textures, with no considerable increase of computation time. The second key idea consists of using analysis in the particular and more complex case of geometric textures. For most analytical methods, underlying geometry is never considered. Using profiles as models, the resulting geometric texture is obtained bv extending this profile to 2D or 3D space. The resulting texture directly matches the supplied 1D model. Hence, our method promises to be a verv useful tool for easily and efficiently ``modelling'' any kind of geometric textures including rocks, bumps, peaks, fur, cotton and so on.", keywords = "Automatic textures synthesis, geometric textures, bump mapping, hypertextures, spectral and spatial analysis", } @Article{Ofek:1997:MTI, author = "Eyal Ofek and Erez Shilat and Ari Rappoport and Michael Werman", title = "Multiresolution Textures from Image Sequences", journal = "IEEE Computer Graphics \& Applications", year = "1997", volume = "17", number = "2", month = mar # "-" # apr, pages = "18--29", note = "ISSN 0272-1716", annote = "Extracting textures from image sequences eliminates perspective distortions and removes highlights and reflections to produce high-quality multiresolution images with accurate color.", } @InProceedings{Salisbury:1997:OTI, author = "Michael P. Salisbury and Michael T. Wong and John F. Hughes and David H. Salesin", title = "Orientable Textures for Image-Based Pen-and-Ink Illustration", booktitle = "SIGGRAPH 97 Conference Proceedings", editor = "Turner Whitted", series = "Annual Conference Series", year = "1997", organization = "ACM SIGGRAPH", publisher = "Addison Wesley", month = aug, pages = "401--406", note = "ISBN 0-89791-896-7", keywords = "Controlled-density hatching, direction field, image-based rendering, non-photorealistic rendering, scale-dependent rendering, stroke textures", annote = "We present an interactive system for creating pen-and-ink-style line drawings from greyscale images in which the strokes of the rendered illustration follow the features of the original image. The user, via new interaction techniques for editing a direction field, specifies an orientation for each region of the image; the computer draws oriented strokes, based on a user-specified set of example strokes, that achieve the same tone as the image via a new algorithm that compares an adaptively-blurred version of the current illustration to the target tone image. By aligning the direction field with surface orientations of the objects in the image, the user can create textures that appear attached to those objects instead of merely conveying their darkness. The result is a more compelling pen-and-ink illustration than was previously possible from 2D reference imagery.", } @InProceedings{Leiss:1998:RTS, author = "Thomas Leiss and Peter Ferschin and Werner Purgathofer", title = "Radiosity with Textures, Specular Reflection and Transmission", booktitle = "14th Spring Conference on Computer Graphics", pages = "103--111", year = "1998", editor = "L{\'{a}}szl{\'{o}} Szirmay Kalos", month = apr, organization = "Comenius University, Bratislava, Slovakia", note = "ISBN 80-223-0837-4", } @Article{Neyret:1998:MAR, author = "Fabrice Neyret", title = "Modeling, Animating, and Rendering Complex Scenes Using Volumetric Textures", journal = "IEEE Transactions on Visualization and Computer Graphics", year = "1998", volume = "4", number = "1", month = jan # " -- " # mar, note = "ISSN 1077-2626", annote = "Complex repetitive scenes containing forests, foliage, grass, hair, or fur, are challenging for common modeling and rendering tools. The amount of data, the tediousness of modeling and animation tasks, and the cost of realistic rendering have caused such kind of scene to see only limited use even in high-end productions. We describe here how the use of volumetric textures is well suited to such scenes. These primitives can greatly simplify modeling and animation tasks. More importantly, they can be very efficiently rendered using ray tracing with few aliasing artifacts. The main idea, initially introduced by Kajiya and Kay [9], is to represent a pattern of 3D geometry in a reference volume, that is tiled over an underlying surface much like a regular 2D texture. In our contribution, the mapping is independent of the mesh subdivision, the pattern can contain any kind of shape, and it is prefiltered at different scales as for MIP-mapping. Although the model encoding is volumetric, the rendering method differs greatly from traditional volume rendering: A volumetric texture only exists in the neighborhood of a surface, and the repeated instances (called texels) of the reference volume are spatially deformed. Furthermore, each voxel of the reference volume contains a key feature which controls the reflectance function that represents aggregate intravoxel geometry. This allows for ray-tracing of highly complex scenes with very few aliasing artifacts, using a single ray per pixel (for the part of the scene using the volumetric texture representation). The major technical considerations of our method lie in the ray-path determination and in the specification of the reflectance function.", keywords = "Volumetric textures, complex geometry, levels of detail.", } @InProceedings{Soler:1998:FCS, author = "Cyril Soler and Fran{\c{c}}ois X. Sillion", title = "Fast Calculation of Soft Shadow Textures Using Convolution", booktitle = "SIGGRAPH 98 Conference Proceedings", editor = "Michael Cohen", series = "Annual Conference Series", year = "1998", organization = "ACM SIGGRAPH", publisher = "Addison Wesley", month = jul, pages = "321--332", note = "ISBN 0-89791-999-8", keywords = "soft shadows, convolution, shadow map, error-driven illumination, texture", annote = "The calculation of detailed shadows remains one of the most difficult challenges in computer graphics, especially in the case of extended (linear or area) light sources. This paper introduces a new tool for the calculation of shadows cast by extended light sources. Exact shadows are computed in some constrained configurations by using a convolution technique, yielding a fast and accurate solution. Approximate shadows can be computed for general configurations by applying the convolution to a representative 'ideal' configuration. We analyze the various sources of approximation in the process and derive a hierarchical, error-driven algorithm for fast shadow calculation in arbitrary configurations using a hierarchy of object clusters. The convolution is performed on omages rendered in an offscreen buffer and produces a shadow map used as a texture to modulate the unoccluded illumination. Light sources can have any 3D shape as well as arbitrary emission characteristics, while shadow maps can be applied to groups of objects at once. The method can be employed in a hierarchical radiosity system, or directly as a shadowing technique. We demonstrate results for various scenes, showing that soft shadows can be generated at interactive rates for dynamic environments.", } @InProceedings{Dorsey:1996:FCA, author = "Julie Dorsey and Hans K{\o}hling Pedersen and Pat Hanrahan", title = "Flow and Changes in Appearance", editor = "Holly Rushmeier", series = "Annual Conference Series", pages = "411--420", booktitle = "SIGGRAPH 96 Conference Proceedings", year = "1996", organization = "ACM SIGGRAPH", publisher = "Addison Wesley", month = aug, note = "held in New Orleans, Louisiana, 04-09 August 1996", annote = "An important, largely unexplored area of computer image generation is the simulation of weathering and its effects on appearance. Weathering results from the interaction of the environment with the materials in the world. The flow of water is one of the most pervasive and important natural forces involved in the weathering of materials, producing a distinctive set of patterns of washes and stains. This paper presents an intuitive phenomenological model for the flow of water over surfaces that is capable of generating such changes in appearance. We model the flow as a particle system, each particle representing a ``drop'' of water. The motion of the water particles is controlled by parameters such as gravity, friction, wind, roughness, and constraints that force the particles to maintain contact with the surface. The chemical interaction of the water with the surface materials is governed by a set of coupled differential equations describing both the rate of absorption of water by the surface and the rate of solubility and sedimentation of deposits on the surface. To illustrate the power of this simple model, we show examples of flows over complex geometries made from different materials; the resulting patterns are striking and very difficult to achieve using traditional texturing techniques.", } @InProceedings{Dorsey:1996:MRM, author = "Julie Dorsey and Pat Hanrahan", title = "Modeling and Rendering of Metallic Patinas", editor = "Holly Rushmeier", series = "Annual Conference Series", pages = "387--396", booktitle = "SIGGRAPH 96 Conference Proceedings", year = "1996", organization = "ACM SIGGRAPH", publisher = "Addison Wesley", month = aug, note = "held in New Orleans, Louisiana, 04-09 August 1996", annote = "An important component that has been missing from image synthesis is the effect of weathering. In this paper, we present an approach for the modeling and rendering of one type of weathering - metallic patinas. A patina is a film or incrustation on a surface that is produced by the removal of material, the addition of material, or the chemical alteration of a surface. Oxidation, sulphidization, and painting are examples of phenomena that produce patinas. We represent a surface as a series of layers. Patinas are simulated with a collection of operators, such as ``coat,'' ``erode,'' and ``polish,'' which are applied to the layered structure. The development of patinas is modulated according to an object's geometry and local environmental factors. We introduce a technique to model the reflectance and transmission of light through the layered structure using the Kubelka-Munk model. This representation yields a model that can simulate many aspects of the time-dependent appearance of metals as they are exposed to the atmosphere or treated chemically. We demonstrate the approach with a collection of copper models.", } @article{Dorsey:1999:MAR, author = {Julie Dorsey and Alan Edelman and Justin Legakis and Henrik Wann Jensen and Hans Kųhling Pedersen}, title = {Modeling and Rendering of Weathered Stone}, journal = {Proceedings of SIGGRAPH 99}, series = {Computer Graphics Proceedings, Annual Conference Series}, year = {August 1999}, editor = {Alyn Rockwood}, publisher = {Addison Wesley Longman}, pages = {225--234} }