在未参数化的模型上绘制和渲染纹理

D. DeBry, Jonathan Gibbs, Devorah DeLeon Petty, Nate Robins
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引用次数: 93

摘要

提出了一种非参数化模型纹理映射的解决方案。模型上的纹理质量通常受到模型参数化到二维纹理空间的限制。对于具有复杂拓扑结构或结构细节复杂分布的模型,找到这种参数化可能非常困难,通常必须通过建模器和纹理绘制器之间缓慢的迭代过程手动执行。对于没有自然参数化的模型尤其如此,例如从3D扫描仪获得的细分表面或模型。相反,我们删除了2D参数化,并将纹理存储在3D空间中,作为一个稀疏的自适应八叉树。因为不需要参数化,所以可以在任何可以渲染的表面上绘制纹理。不使用不同拓扑之间的映射,因此不存在接缝和拉伸等纹理工件。因为这种方法是自适应的,细节只在纹理画家需要的地方创建,节省内存使用。
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Painting and rendering textures on unparameterized models
This paper presents a solution for texture mapping unparameterized models. The quality of a texture on a model is often limited by the model's parameterization into a 2D texture space. For models with complex topologies or complex distributions of structural detail, finding this parameterization can be very difficult and usually must be performed manually through a slow iterative process between the modeler and texture painter. This is especially true of models which carry no natural parameterizations, such as subdivision surfaces or models acquired from 3D scanners. Instead, we remove the 2D parameterization and store the texture in 3D space as a sparse, adaptive octree. Because no parameterization is necessary, textures can be painted on any surface that can be rendered. No mappings between disparate topologies are used, so texture artifacts such as seams and stretching do not exist. Because this method is adaptive, detail is created in the map only where required by the texture painter, conserving memory usage.
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Session details: 3D acquisition and image based rendering Session details: Geometry Session details: Soft things Session details: Lighting and appearance Session details: Images and video
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