Implicit decals: interactive editing of repetitive patterns on surfaces

Erwin De Groot, Brian Wyvill, Loic Barthe, Ahmad Nasri, Paul Lalonde

Research output: Contribution to journalArticlepeer-review

9 Citations (SciVal)

Abstract

Texture mapping is an essential component for creating 3D models and is widely used in both the game and the movie industries. Creating texture maps has always been a complex task and existing methods carefully balance flexibility with ease of use. One difficulty in using texturing is the repeated placement of individual textures over larger areas. In this paper, we propose a method which uses decals to place images onto a model. Our method allows the decals to compete for space and to deform as they are being pushed by other decals. A spherical field function is used to determine the position and the size of each decal and the deformation applied to fit the decals. The decals may span multiple objects with heterogeneous representations. Our method does not require an explicit parametrization of the model. As such, varieties of patterns, including repeated patterns like rocks, tiles and scales can be mapped. We have implemented the method using the GPU where placement, size and orientation of thousands of decals are manipulated in real time.
Original languageEnglish
Pages (from-to)141-151
JournalComputer Graphics Forum
Volume33
Issue number1
Early online date24 Dec 2013
DOIs
Publication statusPublished - Feb 2014

Fingerprint

Dive into the research topics of 'Implicit decals: interactive editing of repetitive patterns on surfaces'. Together they form a unique fingerprint.

Cite this