Texture mapping progressive meshes

By Pedro V. Sander, John M. Snyder, Steven J. Gortler, Hugues Hoppe. International Conference on Computer Graphics and Interactive Techniques, 2001

750 citations recorded by the source corpus.

Given an arbitrary mesh, we present a method to construct a progressive mesh (PM) such that all meshes in the PM sequence share a common texture parametrization. Our method considers two important goals simultaneously. It minimizes texture stretch (small texture distances mapped onto large surface distances) to balance sampling rates over all locations and directions on the surface. It also minimizes texture deviation (“slippage” error based on parametric correspondence) to obtain accurate textured mesh approximations. The method begins by partitioning the mesh into charts using planarity and compactness heuristics. It creates a stretch-minimizing parametrization within each chart, and resizes the charts based on the resulting stretch. Next, it simplifies the mesh while respecting the chart boundaries. The parametrization is re-optimized to reduce both stretch and deviation over the whole PM sequence. Finally, the charts are packed into a texture atlas. We demonstrate using such atlases to sample color and normal maps over several models.

Subfields: Computational Mechanics, Computer Graphics and Computer-Aided Design

View Paper: https://www.semanticscholar.org/paper/2fab262ddc9879a4db04c19a789b82992c126ed1

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In Computational Mechanics

  1. Bruno Lévy
  2. Alla Sheffer
  3. Kai Hormann
  4. Craig Gotsman
  5. Xianfeng David Gu
  6. Ayellet Tal
  7. Sagi Katz
  8. Michela Spagnuolo

In Computer Graphics and Computer-Aided Design

  1. Bruno Lévy
  2. Alla Sheffer
  3. Kai Hormann
  4. Craig Gotsman
  5. Xianfeng David Gu
  6. Ayellet Tal
  7. Sagi Katz
  8. Michela Spagnuolo

Citations in the corpus