2009
DOI: 10.1007/978-3-642-10331-5_61
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Height and Tilt Geometric Texture

Abstract: Abstract. We propose a new intrinsic representation of geometric texture over triangle meshes. Our approach extends the conventional height field texture representation by incorporating displacements in the tangential plane in the form of a normal tilt. This texture representation offers a good practical compromise between functionality and simplicity: it can efficiently handle and process geometric texture too complex to be represented as a height field, without having recourse to full blown mesh editing algo… Show more

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Cited by 8 publications
(10 citation statements)
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“…As suggested by Andersen et al [2], applying few steps of mean curvature flow would result in a good vertexto-vertex correspondence between D and B and minimizes vertex sliding that typically occur when fairing using the umbrella operator (more details in Appendix A).…”
Section: Base Meshmentioning
confidence: 46%
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“…As suggested by Andersen et al [2], applying few steps of mean curvature flow would result in a good vertexto-vertex correspondence between D and B and minimizes vertex sliding that typically occur when fairing using the umbrella operator (more details in Appendix A).…”
Section: Base Meshmentioning
confidence: 46%
“…In this work we use a signed displacement from our approximating grid to generate an image representation of the surface details. The geometric representation is similar to [2] as we compute a scalar displacement and a shift factor from a local reference frame. The shift factor allows us to deal with more complex surface details which are not possible with simple height fields.…”
Section: Parametrizationmentioning
confidence: 46%
See 1 more Smart Citation
“…For instance, the authors of [Andersen et al 2009] used edge values to encode a "normal tilt" field over a surface: this is a vector field that defines a tilt (rotation) of the displacement direction with respect to the base normal direction. A tilt is thus a vector in the tangent space of the base shape, and its direction is the rotation axis for a rotation that transforms the displacement direction into the normal direction, and the magnitude of the tilt is the sine of the rotation angle.…”
Section: Height and Tiltmentioning
confidence: 47%
“…Displacement works best with simple structures such as bumps or ridges where the surface displaces along the normal. Complex structures such as serrations require specialized displacements like height-and-tilt textures [ADBA09]. In contrast, our method performs geometry replacement, which allows us to create complex, high-genus scale structures without any displacement.…”
Section: Resultsmentioning
confidence: 99%