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Synthèse de texture dynamique sur objets déformables

Abstract : In virtual worlds, the objects appearance is a crucial point for users immersion. In order to approximate light-matter relationships, a common way is to use textures. To help artists during the creative process, texture synthesis and texture editing methods have emerged. These methods are differentiated by the ranges of synthesizable textures, and especially by taking into account the heterogeneous textures. These textures are composed of several regions with different contents, whose distribution is lead by a global structure. Each of the zones corresponds to a different material having a specific appearance and dynamic behavior.First, we propose an additive model of static textures, allowing on-the-fly synthesis of heterogeneous textures of arbitrary sizes from an example. This method includes a spatially varying Gaussian noise pattern, as well as a mechanism for synchronization with a structure layer. The aim is to improve the variety of synthesis while preserving plausible small details. Our method consists of an analysis phase, composed of a set of algorithms for instantiating the different layers from an example image, then a real-time synthesis step. During synthesis, the two layers are independently generated, synchronized, and added, preserving details consistency even when the structure layer is deformed to increase variety.In a second step, we propose a new approach to model and control the dynamic deformation of textures, whose implementation in the standard graphical pipeline remains simple. The deformation is modeled at pixels resolution in the form of a warping in the parametric domain. Making possible to have a different behavior for each pixel, and thus depending of texture content. The warping is locally and dynamically defined by real-time integration along the flow lines of a pre-calculated velocity field, and can be controlled by the deformation of the underlying surface geometry, by parameters of environment or through interactive editing. In addition, we propose a method to pre-compute the velocity field from a simple scalar map representing heterogeneous dynamic behaviors, as well as a solution to handle sampling problems occurring in overstretched areas at the time. deformation.
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Contributor : Abes Star :  Contact
Submitted on : Monday, July 27, 2020 - 9:55:20 AM
Last modification on : Thursday, November 19, 2020 - 1:00:20 PM
Long-term archiving on: : Tuesday, December 1, 2020 - 7:56:59 PM


Version validated by the jury (STAR)


  • HAL Id : tel-02907063, version 1



Geoffrey Guingo. Synthèse de texture dynamique sur objets déformables. Traitement des images [eess.IV]. Université Grenoble Alpes, 2019. Français. ⟨NNT : 2019GREAM053⟩. ⟨tel-02907063⟩



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