Abstract
This paper presents an inexpensive method for self-similarity based editing of real-world 3D surface textures by using height and albedo maps. Unlike self-similarity based 2D texture editing approaches which only make changes to pixel color or intensity values, this technique also allows surface geometry and reflectance of the captured 3D surface textures to be edited and relit using illumination conditions and viewing angles that differ from those of the original. A single editing operation at a given location affects all similar areas and produces changes on all images of the sample rendered under different conditions. Since surface height and albedo maps can be used to describe seabed topography and geologic features, which play important roles in many oceanic processes, the proposed method can be effectively employed in applications regarding visualization and simulation of oceanic phenomena.
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Dong, J., Ren, J. & Chen, G. Self-similarity based editing of 3D surface textures using height and albedo maps. J Ocean Univ. China 6, 209–212 (2007). https://doi.org/10.1007/s11802-007-0209-0
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DOI: https://doi.org/10.1007/s11802-007-0209-0