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While the number of geometric primitives is usually relatively low (i.e., many walls are at surfaces), textures actually contain many detailed architectural elements.<\/jats:p>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 oor 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.<\/jats:p>We show results on several challenging models, and show two applications: Building complex road structures from simple initial pieces and creating complex game\u2010levels from an existing game based on pre\u2010existing model pieces.<\/jats:p>","DOI":"10.1111\/j.1467-8659.2009.01386.x","type":"journal-article","created":{"date-parts":[[2009,3,23]],"date-time":"2009-03-23T12:43:06Z","timestamp":1237812186000},"page":"469-480","update-policy":"http:\/\/dx.doi.org\/10.1002\/crossmark_policy","source":"Crossref","is-referenced-by-count":36,"title":["Structure\u2010Preserving Reshape for Textured Architectural Scenes"],"prefix":"10.1111","volume":"28","author":[{"given":"Marcio","family":"Cabral","sequence":"first","affiliation":[]},{"given":"Sylvain","family":"Lefebvre","sequence":"additional","affiliation":[]},{"given":"Carsten","family":"Dachsbacher","sequence":"additional","affiliation":[]},{"given":"George","family":"Drettakis","sequence":"additional","affiliation":[]}],"member":"311","published-online":{"date-parts":[[2009,3,27]]},"reference":[{"key":"e_1_2_8_2_2","doi-asserted-by":"publisher","DOI":"10.1145\/1276377.1276390"},{"key":"e_1_2_8_3_2","doi-asserted-by":"crossref","unstructured":"BotschM. 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