Istituto di Scienza e Tecnologie dell'Informazione     
Tarini M. Volume-encoded UV-maps. In: ACM Transactions on Graphics, vol. 35 (4) article n. 107. ACM, 2016.
UV-maps are required in order to apply a 2D texture over a 3D model. Conventional UV-maps are defined by an assignment of uv positions to mesh vertices. We present an alternative representation, volume-encoded UV-maps, in which each point on the surface is mapped to a uv position which is solely a function of its 3D position. This function is tailored for a target surface: its restriction to the surface is a parametrization exhibiting high quality, e.g. in terms of angle and area preservation; and, near the surface, it is almost constant for small orthogonal displacements. The representation is applicable to a wide range of shapes and UV-maps, and unlocks several key advantages: it removes the need to duplicate vertices in the mesh to encode cuts in the map; it makes the UV-map representation independent from the meshing of the surface; the same texture, and even the same UV-map, can be shared by multiple geometrically similar models (e.g. all levels of a LoD pyramid); UV-maps can be applied to representations other than polygonal meshes, like point clouds or set of registered range-maps. Our schema is cheap on GPU computational and memory resources, requiring only a single, cache-coherent indirection to a small volumetric texture per fragment. We also provide an algorithm to construct a volume-encoded UV-map given a target surface.
URL: http://dl.acm.org/citation.cfm?id=2925898
DOI: 10.1145/2897824.2925898
Subject Texture Mapping
UV maps
I.3.7 COMPUTER GRAPHICS. Color, shading, shadowing, and texture
65D18 Computer graphics

Icona documento 1) Download Document PDF

Icona documento Open access Icona documento Restricted Icona documento Private


Per ulteriori informazioni, contattare: Librarian http://puma.isti.cnr.it

Valid HTML 4.0 Transitional