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<bibitem type="C">   <ARLID>0411285</ARLID> <utime>20240103182315.5</utime><mtime>20060210235959.9</mtime>    <ISBN>80-903100-9-5</ISBN>         <title language="eng" primary="1">A roller - fast sampling-based texture synthesis algorithm</title>  <publisher> <place>Plzen</place> <name>University of West Bohemia</name> <pub_time>2005</pub_time> </publisher> <specification> <page_count>4 s.</page_count> </specification>   <serial><title>International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision. WSCG 2005. Proceedings</title><part_num/><part_title/><page_num>80-83</page_num></serial>   <title language="cze" primary="0">Váleček - rychlá metoda syntézy textur založená na vzorkování</title>    <keyword>texture modelling</keyword>   <keyword>BTF textures</keyword>    <author primary="1"> <ARLID>cav_un_auth*0101093</ARLID> <name1>Haindl</name1> <name2>Michal</name2> <institution>UTIA-B</institution> <full_dept>Department of Pattern Recognition</full_dept>  <fullinstit>Ústav teorie informace a automatizace AV ČR, v. v. i.</fullinstit> </author> <author primary="0"> <ARLID>cav_un_auth*0213154</ARLID> <name1>Hatka</name1> <name2>M.</name2> <country>CZ</country>  </author>     <COSATI>09K</COSATI>    <cas_special> <project> <project_id>IST-2001-34744</project_id> <agency>Commission EC</agency> <country>XE</country> <ARLID>cav_un_auth*0200688</ARLID> </project> <project> <project_id>1ET400750407</project_id> <agency>GA AV ČR</agency> <ARLID>cav_un_auth*0001797</ARLID> </project> <project> <project_id>IAA2075302</project_id> <agency>GA AV ČR</agency> <ARLID>cav_un_auth*0001801</ARLID> </project> <project> <project_id>1M0572</project_id> <agency>GA MŠk</agency> <ARLID>cav_un_auth*0001814</ARLID> </project> <research> <research_id>CEZ:AV0Z10750506</research_id> </research>  <abstract language="eng" primary="1">This paper describes a method for synthesizing natural textures that realistically matches given colour texture appearance. The novel texture synthesis method, which we call the roller, is based on the overlapping tiling and subsequent minimum error boundary cut. An optimal double toroidal patch is seamlessly repeated during the synthesis step. While the method allows only moderate texture compression it is extremely fast and easily implementable in a graphical hardware for purpose of real-time rendering.</abstract> <abstract language="cze" primary="0">Článek popisuje jednoduchou metodu pro bezešvé rozšíření přírodních barevných textur. Nová metoda, kterou nazýváme "váleček",  je založena překrývajících se oblastech, které jsou následně rozříznuty podlekritéria minimální chyby. Optimální  dvojitě toroidních oblast se bezešvě opakuje v kroku syntézy. Metoda dovoluje omezenou kompresi textur, nicméně je extrémně rychlá a umožňuje implementaci přímo v grafickém procesoru pro zobrazení v reálném čase.</abstract>  <action target="EUR"> <ARLID>cav_un_auth*0213155</ARLID> <name>WSCG 2005 /13./</name> <place>Plzen</place> <country>CZ</country> <dates>31.01.2005-04.02.2005</dates>  </action>     <RIV>BD</RIV> <reportyear>2006</reportyear>   <department>RO</department>    <permalink>http://hdl.handle.net/11104/0131368</permalink>    <ID_orig>UTIA-B 20050013</ID_orig>    <arlyear>2005</arlyear>       <unknown tag="mrcbU10"> 2005 </unknown> <unknown tag="mrcbU10"> Plzen University of West Bohemia </unknown> <unknown tag="mrcbU12"> 80-903100-9-5 </unknown> <unknown tag="mrcbU63"> International Conference in Central Europe on Computer Graphics, Visualization and Computer Vision. WSCG 2005. Proceedings 80 83 </unknown> </cas_special> </bibitem>