home *** CD-ROM | disk | FTP | other *** search
- Xref: sparky comp.graphics:9475 sci.image.processing:619
- Path: sparky!uunet!spool.mu.edu!sdd.hp.com!zaphod.mps.ohio-state.edu!rpi!newsserver.pixel.kodak.com!psinntp!psinntp!eye!erich
- From: erich@eye.com (Eric Haines)
- Newsgroups: comp.graphics,sci.image.processing
- Subject: Creating texture tiles
- Message-ID: <1992Sep4.103405.25183@eye.com>
- Date: Fri, 4 Sep 92 14:34:04 GMT
- Summary: how do they do that?
- Sender: erich@eye.com (Eric Haines)
- Distribution: world
- Organization: 3D/EYE, Inc. Ithaca, NY
- Lines: 21
-
- How are seamless tiles of a texture created? Various companies sell texture
- libraries that include texture tiles that can be repeated and no seams are
- visible. For example, given a scanned patch of grass, how can this be
- processed so that the resulting image can be repeated across a surface and not
- have the image edges noticeable?
-
- I haven't seen much on this in the literature (which hopefully means I'm not
- looking at the right literature, eh?). This question is easily answered if
- you're generating synthetic textures - you simply attach the edges
- (topologically, a torus) so that the thing is generated seamlessly. But given
- a scanned texture you don't have this ability. Simply blurring the edges
- helps a little, but you can see the blur. I can imagine you might use Burt's
- pyramidal parametrics (I played around with "pyrmask" in the Utah Raster
- Toolkit a bit, without great results) or doing some sort of pair of
- convolutions, but this is where my image processing knowledge tends to give
- out.
-
- Post, or write me and I'll summarize. Any ideas or explanations of real life
- experiences appreciated,
-
- Eric
-