SIGGRAPH 2010 By Focus
By-Example Synthesis of Architectural Textures
This method for synthesizing architectural textures to adapt them to the size of their support surfaces lets artists texture large environments from a limited database of textures, while maintaining a visually unique texture on each surface. This does not impair rendering, as results are compactly stored in GPU memory during display.
Synthesizing Structured Image Hybrids
This paper extends previous texture-synthesis algorithms to account for images with distinct (non-repeating) structured features. The method produces, for the first time, a near-infinite family of diverse images from a few examples.
Vector Solid Textures
A compact feature-preserving vector representation for solid textures that supports fast random access and real-time solid-texture mapping on surfaces. It facilitates region-based texture composition and real-time texture-editing operations.
Mesh colors is a new technique for associating color data directly with polygonal meshes that eliminates problems of using a map from texture space to model space. This approach requires no UV mapping, guarantees one-to-one correspondence between the model surface and the color data, and eliminates discontinuities.