几何网格可以将用户控制设计带人到纹理的合成和编辑中,并且可以为合成结果带来丰富的变化.针对目前几何网格方法中不能结合用户控制信息与样图结构信息快速高效地合成结果的问题,提出一种交互式并行合成方法.首先分析用户控制图得出无缝网格;再对无缝网格进行简单拼接形成初始的结果网格,并通过对其节点位置进行优化来去除网格重复性得到结果网格;在此基础上,利用像素的距离特征和纹元块匹配对结果纹理进行初始化;最后结合像素的方向特征和GPU的并行计算能力合成出结果纹理.实验结果表明,采用该方法用户可以交互地进行纹理的设计与合成,并且得出很好的合成效果.
Geometry mesh introduces user control into texture synthesis and editing, and brings more variation in the synthesized results. We present a parallel interactive method to solve the problem that the previous methods cannot integrate user control information and the structure of the sampler for rapid synthesis. First, we analyze the sampler to get a seamless patch~ Then we joint the seamless patches to form the initialized control grid and move the vertexes on it to eliminate the repetitiveness based on an optimizing algorithm to get the control grid; Then we initialize the result texture according to the distance of the pixel feature and the texton mapping technique; At last, we concurrently synthesis the result texture in accordance with the orientation feature and utilize the parallel computing ability of GPU. Results show that with our method, users can design and synthesize the texture from mesh sketches easily and interactively and can achieve good results.