Interactive Out-Of-Core Texturing Using Point-Sampled Textures
نویسندگان
چکیده
The visualization of huge 3D objects becomes available on common workstations thanks to highly optimized data-structures and out-of-core frameworks for rendering. However, the editing, and in particular, the texturing of such objects is still a challenging task, since usual methods for optimized rendering are not easily amenable to interactive modification. In this paper, we introduce the idea of point-sampled textures, and show how to interactively texture such a huge model at various scales, without any parameterization. An adaptive in-core point-based approximated geometry is first created by employing an efficient out-of-core point-sampling algorithm. This simplified geometry is then used for an interactive and multi-scale point-based texturing. Finally, a feature-preserving kernel is used to convert the point-based model into a global 3D texture which can be applied back on the initial huge geometry. Our technique thus provides a flexible tool to generate, edit and apply size-independent textures to a wide range of huge 3D objects thanks to point-based methods. Example: Starting from a large (8M polygons here) out-of-core geometry (left), our technique generates an adaptive in-core point-based approximated geometry (150k samples) that is used for interactive multi-scale texturing (middle). The so-defined “point-sampled texture” is then upscaled with a feature-preserving kernel, and applied on the initial geometry (right).
منابع مشابه
Interactive Out-Of-Core Texturing with Point-Sampled Textures
The visualization of huge 3D objects becomes available on common workstations thanks to highly optimized data-structures and out-of-core frameworks for rendering. However, the editing, and in particular, the texturing of such objects is still a challenging task, since usual methods for optimized rendering are not easily amenable to interactive modification. In this paper, we introduce the idea ...
متن کاملSIGGRAPH 2006 Sketch : Interactive Out-Of-Core Texturing
(a) (b) (c) (d) Figure 1: (a) General framework for interactive out-of-core texturing. (b) Initial untextured out-of-core mesh (8M polygons). (c) Interactive texturing of an in-core point-sampled approximated geometry (150k samples). (d) Point-sampled texture applied on the initial full-size mesh.
متن کاملInteractive Solid Texturing using Point-based Multiresolution Representations
This paper presents an interactive environment for texturing surfaces of arbitrary 3D objects. By uniquely using solid textures and applying them to the surface, we do not require an explicit parameterisation in texture space. Various solid textures can be combined by building a constructive texturing tree of space partitions to define the photometric attributes at each location of the object. ...
متن کاملWalkthroughs with Corrective Texturing
We present a new hybrid rendering method for interactive walkthroughs in photometrically complex environments. The display process starts from some approximation of the scene rendered at high frame rates using graphics hardware. Additional computation power is used to correct this rendering towards a high quality ray tracing solution during the walkthrough. This is achieved by applying correcti...
متن کاملTexturing Faces
We present a number of techniques to facilitate the generation of textures for facial modeling. In particular, we address the generation of facial skin textures from uncalibrated input photographs as well as the creation of individual textures for facial components such as eyes or teeth. Apart from an initial feature point selection for the skin texturing, all our methods work fully automatical...
متن کامل