texture sample
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Author(s):  
Kersten Schuster ◽  
Philip Trettner ◽  
Patric Schmitz ◽  
Leif Kobbelt

We present a method for example-based texturing of triangular 3D meshes. Our algorithm maps a small 2D texture sample onto objects of arbitrary size in a seamless fashion, with no visible repetitions and low overall distortion. It requires minimal user interaction and can be applied to complex, multi-layered input materials that are not required to be tileable. Our framework integrates a patch-based approach with per-pixel compositing. To minimize visual artifacts, we run a three-level optimization that starts with a rigid alignment of texture patches (macro scale), then continues with non-rigid adjustments (meso scale) and finally performs pixel-level texture blending (micro scale). We demonstrate that the relevance of the three levels depends on the texture content and type (stochastic, structured, or anisotropic textures).


2013 ◽  
Vol 22 (11) ◽  
pp. 4260-4270 ◽  
Author(s):  
Ehsan Shahrian Varnousfaderani ◽  
Deepu Rajan

2012 ◽  
Vol 715-716 ◽  
pp. 33-40 ◽  
Author(s):  
Y. Arita ◽  
L. Chan ◽  
S.D. Sintay ◽  
Anthony D. Rollett

Grain size and texture are very important for controlling the magnetic properties in non-oriented electrical steel. Grain size and texture are closely related because the texture usually changes during grain growth. In this study, texture changes with grain growth in non-oriented electrical steel are investigated. Two kinds of materials, Sample A and Sample B, were prepared in order to study the differences of the texture. Sample A, Fe-0.5wt%Si, is not annealed before cold rolling. Sample B, the same chemical composition as Sample A, is annealed before cold rolling. In Sample A, the {111} texture component increases markedly during grain growth. By contrast, in Sample B, the increase in {111} is less pronounced. The recrystallized orientations in both Samples are analyzed, and computer simulation is used to attempt to explain the texture changes during grain growth. In the case of Sample A, the simulations reproduce the experimental result well; for Sample B, however, the simulations do not agree as well. The microstructures before annealing exhibit strong alignment of the orientations, which will require a new approach to building the digital microstructures for instantiation of the simulations.


1999 ◽  
Author(s):  
Yasushi Ikei ◽  
Mariko Yamada ◽  
Shuichi Fukuda

Abstract The authors introduce a method for presenting tactile textures by using vibratory pin arrays, which is based on a surface-height map. The method utilizes a histogram transformation to obtain a sensation intensity map, which produces simulated tactile stimuli of real texture sample patches on display devices. Parameters of histogram transformation were determined by an experiment in which data from six candidates were gathered and compared. Five different wallpaper patches were examined on two displays, the Texture Display and the Optacon II. In the case of the Texture Display, subjects showed small variation in parameter selection; in addition, the evaluation of display presentation in the roughness-smoothness dimension exhibited a result close to that of the direct touch of textures. In the case of the Optacon II, a sensation scaling was performed first on the basis of vibration probability control. Although the control mode possessed severe restrictions derived from the original design of the Optacon II, the sample textures were perceived properly by the same method as that employed with the Texture Display.


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