Modeling large architectural environments is a difficult task due to the intricate nature of these models and the complex dependencies between the structures represented. Moreover, textures are an essential part of architectural models. While the number of geometric primitives is usually relatively low (i.e., many walls are flat surfaces), textures actually contain many detailed architectural elements. We present an approach for modeling architectural scenes by reshaping and combining existing textured models, where the manipulation of the geometry and texture are tightly coupled. For geometry, preserving angles such as floor orientation or vertical walls is of key importance. We thus allow the user to interactively modify lengths of edges, while constraining angles. Our texture reshaping solution introduces a measure of directional autosimilarity, to focus stretching in areas of stochastic content and to preserve details in such areas. We show results on several challenging models, and show two applications: Building complex road structures from simple initial pieces and creating complex game-levels from an existing game based on pre-existing model pieces.
Similarly, REF deform architectural models while constraining the angles of rectilinear features.
Structure-Preserving Reshape for Textured Architectural Scenes
COMPUTER GRAPHICS FORUM (PROCEEDINGS OF THE EUROGRAPHICS CONFERENCE)
Computer Science