{"id":423510,"date":"2017-09-06T12:43:43","date_gmt":"2017-09-06T19:43:43","guid":{"rendered":"https:\/\/www.microsoft.com\/en-us\/research\/?post_type=msr-research-item&p=423510"},"modified":"2018-10-16T20:03:17","modified_gmt":"2018-10-17T03:03:17","slug":"modeling-textured-translucent-materials-lazy-solid-texture-synthesis","status":"publish","type":"msr-research-item","link":"https:\/\/www.microsoft.com\/en-us\/research\/publication\/modeling-textured-translucent-materials-lazy-solid-texture-synthesis\/","title":{"rendered":"Modeling Textured Translucent Materials with Lazy Solid Texture Synthesis"},"content":{"rendered":"

An algorithm is introduced for rapidly synthesizing solid textures from a set of 2D example images. In contrast to previous techniques, this method restricts synthesis to a subset of the voxels, while enforcing spatial determinism. A major difficulty lies in reducing the dependency chain of neighborhood matching, so that each voxel only depends on a small number of other voxels. The key idea is to synthesize a volume from a set of 3D candidates, each being a triple of interleaved 2D neighborhoods. An efficient algorithm is presented to carefully select in a pre-process only those candidates forming consistent triples. This significantly reduces the search space during subsequent synthesis. The result is a new parallel, spatially deterministic solid texture synthesis algorithm which generates high resolution solid textures on surfaces within seconds. With a GPU implementation, this method can interactively synthesize new textures for surfaces that appear when breaking or cutting objects.<\/p>\n","protected":false},"excerpt":{"rendered":"

An algorithm is introduced for rapidly synthesizing solid textures from a set of 2D example images. In contrast to previous techniques, this method restricts synthesis to a subset of the voxels, while enforcing spatial determinism. A major difficulty lies in reducing the dependency chain of neighborhood matching, so that each voxel only depends on a 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