494 research outputs found
Cylindrical and Toroidal Parameterizations Without Vertex Seams
A simple rendering method to avoid vertex seams in cylindrical and toroidal UV mappings used for texture mapping is presented. (A vertex seam is a vertex duplication of a polygonal mesh with different texture coordinates assigned to the two geometrically coinciding copies.) As a result, the method leads to simpler, leaner, replication-free data structures. Is also allows for a higher degree of proceduralism in generation of texture coordinates. The method is general, trivial to implement (exhaustive pseudocode is provided), very low in cost on resources (with a virtually null impact on performance), and it leverages only basic mechanisms widely available in most GPU implementations.
An open-source implementation is available online
Browsing Large Image Datasets through Voronoi Diagrams
Conventional browsing of image collections use mechanisms such as thumbnails arranged on a regular grid or on a line, often mounted over a scrollable panel. However, this approach does not scale well with the size of the datasets (number of images). In this paper, we propose a new thumbnail-based interface to browse large collections of images. Our approach is based on weighted centroidal anisotropic Voronoi diagrams.
A dynamically changing subset of images is represented by thumbnails and shown on the screen. Thumbnails are shaped like general polygons, to better cover screen space, while still reflecting the original aspect ratios or orientation of the represented images. During the browsing process, thumbnails are dynamically rearranged, reshaped and rescaled. The objective is to devote more screen space (more numerous and larger thumbnails) to the parts of the dataset closer to the current region of interest, and progressively lesser away from it, while still making the dataset visible as a whole. During the entire process, temporal coherence is always maintained. GPU implementation easily guarantees the frame rates needed for fully smooth interactivity
A quadrilateral rendering primitive
The only surface primitives that are supported by common graphics hardware are triangles and more complex shapes have to be triangulated before being sent to the rasterizer. Even quadrilaterals, which are frequently used in many applications, are rendered as a pair of triangles after splitting them along either diagonal. This creates an undesirable C1 -discontinuity that is visible in the shading or texture signal. We propose a new method that overcomes this drawback and is designed to be implemented in hardware as a new rasterizer. It processes a potentially non-planar quadrilateral directly without any splitting and interpolates attributes smoothly inside the quadrilateral. This interpolation is based on a recent generalization of barycentric coordinates that we adapted to handle perspective correction and situations in which a quadrilateral is partially behind the point of view.The only surface primitives that are supported by common graphics hardware are triangles and more complex shapes have to be triangulated before being sent to the rasterizer. Even quadrilaterals, which are frequently used in many applications, are rendered as a pair of triangles after splitting them along either diagonal. This creates an undesirable C1-discontinuity that is visible in the shading or texture signal. We propose a new method that overcomes this drawback and is designed to be implemented in hardware as a new rasterizer. It processes a potentially non-planar quadrilateral directly without any splitting and interpolates attributes smoothly inside the quadrilateral. This interpolation is based on a recent generalization of barycentric coordinates that we adapted to handle perspective correction and situations in which a quadrilateral is partially behind the point of view. \ua9 The Eurographics Association 2004
Almost Isometric Mesh Parameterization through Abstract Domains
In this paper, we propose a robust, automatic technique to build a global hi-quality parameterization of a two-manifold triangular mesh. An adaptively chosen 2D domain of the parameterization is built as part of the process. The produced parameterization exhibits very low isometric distortion, because it is globally optimized to preserve both areas and angles. The domain is a collection of equilateral triangular 2D regions enriched with explicit adjacency relationships (it is abstract in the sense that no 3D embedding is necessary). It is tailored to minimize isometric distortion, resulting in excellent parameterization qualities, even when meshes with complex shape and topology are mapped into domains composed of a small number of large continuous regions. Moreover, this domain is, in turn, remapped into a collection of 2D square regions, unlocking many advantages found in quad-based domains (e. g., ease of packing). The technique is tested on a variety of cases, including challenging ones, and compares very favorably with known approaches. An open-source implementation is made available
Pinchmaps: textures with customizable discontinuities
We introduce a new texture representation that combines standard sampling, to be bilinearly interpolated in smoothly varying regions, with customizable discontinuities, to model sharp boundaries between these regions. The structure consists of a standard signal texture, plus a second texture we call pinchmap, which encodes discontinuities along generally curved lines; at rendering time the fragment processor efficiently decodes this structure with a single access to each texture. We also present a fully automatic way to compute a pinchmap and signal texture pair, starting from an original high resolution image. The final result on the screen is a comparable visual quality for a fraction of the texture storage and with a negligible impact on performance
Visibility based methods and assessment for detail-recovery
In this paper we propose a new method for the creation of normal
maps for recovering the detail on simpli\ufb01ed meshes and a set of objective techniques to metrically evaluate the quality of different recovering techniques. The proposed techniques, that automatically produces a normal-map texture for a simple 3D model that \u201cimitates\u201d the high frequency detail originally present in a second, much higher resolution one, is based on the computation of per-texel visibility and self-occlusion information. This information is used to de\ufb01ne a point-to-point correspondence between simpli\ufb01ed and hi-res meshes. Moreover, we introduce a number of criteria for measuring the quality (visual or otherwise) of a given mapping method, and provide ef\ufb01cient algorithms to implement them. Lastly, we apply them to rate different mapping methods, including the widely used ones and the new one proposed here
3D Acquisition of Mirroring Objects using Striped Patterns
Objects with mirroring optical characteristics are left out of the scope of most 3D scanning methods. We present here a new automatic acquisition approach, shape-from-distortion, that focuses on that category of objects, requires only a still camera and a color monitor, and produces range scans (plus a normal and a reflectance map) of the target. Our technique consists of two steps: first, an improved environment matte is captured for the mirroring object, using the interference of patterns with different frequencies to obtain sub-pixel accuracy. Then, the matte is converted into a normal and a depth map by exploiting the self-coherence of a surface when integrating the normal map along different paths. The results show very high accuracy, capturing even smallest surface details. The acquired depth maps can be further processed using standard techniques to produce a complete 3D mesh of the object
Practical quad mesh simplification
In this paper we present an innovative approach to incremental quad mesh simplification, i.e. the task of producing a low complexity quad mesh starting from a high complexity one. The process is based on a novel set of strictly local operations which preserve quad structure. We show how good tessellation quality (e.g. in terms of vertex valencies) can be achieved by pursuing uniform length and canonical proportions of edges and diagonals. The decimation process is interleaved with smoothing in tangent space. The latter strongly contributes to identify a suitable sequence of local modification operations. The method is naturally extended to manage preservation of feature lines (e.g. creases) and varying (e.g. adaptive) tessellation densities. We also present an original Triangle-to-Quad conversion algorithm that behaves well in terms of geometrical complexity and tessellation quality, which we use to obtain the initial quad mesh from a given triangle mesh
Preserving attribute values on simplified meshes by re-sampling detail textures
Many sophisticated solutions have been proposed to reduce the geometric complexity of 3D meshes. A slightly less studied problem is how to preserve attribute detail on simplified meshes (e.g., color, high-frequency shape details, scalar fields, etc.).We present a general approach that is completely independent of the simplification technique adopted to reduce the mesh size. We use resampled textures (rgb, bump, displacement or shade maps) to decouple attribute detail representation from geometry simplification. The original contribution is that preservation is performed after simplification by building a set of triangular texture patches that are then packed into a single texture map. This general solution can be applied to the output of any topology-preserving simplification code and it allows any attribute value defined on the high-resolution mesh to be recovered. Moreover, decoupling shape simplification from detail preservation (and encoding the latter with texture maps) leads to high simplification rates and highly efficient rendering.
We also describe an alternative application: the conversion of 3D models with 3D procedural textures (which generally force the use of software renderers) into standard 3D models with 2D bitmap textures
PolyCube-Maps
Standard texture mapping of real-world meshes suffers from the presence of seams that need to be introduced in order to avoid excessive distortions and to make the topology of the mesh compatible to the one of the texture domain. In contrast, cube maps provide a mechanism that could be used for seamless texture mapping with low distortion, but only if the object roughly resembles a cube. We extend this concept to arbitrary meshes by using as texture domain the surface of a polycube whose shape is similar to that of the given mesh. Our approach leads to a seamless texture mapping method that is simple enough to be implemented in currently available graphics hardware
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