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| Content Provider | ACM Digital Library |
|---|---|
| Author | Singh, R. Vikram Pratap Namboodiri, Anoop M. |
| Abstract | Texture mapping algorithms use mesh parameterization methods to find an optimal map for the vertices of a 3D model in texture space. These techniques vary in the properties they try to optimize such as stretch and skewness of the texture when mapped onto the surface. While most of them do well in terms of quality, they tend to be computationally intensive for large mesh models, which limits their use in interactive applications. We propose a greedy alternative that is significantly faster than current algorithms and achieves comparable quality. We use a priority queue to store polygons and use tangential vectors to guide the texture over the surface. Our algorithm is simple to implement and can texture over a million polygons per second on a typical desktop. The algorithm does not impose any constraints on the mesh topology and we do not require the model to be cut into patches before texturing. Stretch and distortion measures are stable across models and are comparable to current algorithms. We also propose a method to generate self tile-able textures for use in conjunction with our texture mapping algorithm. We present qualitative and quantitative results in comparison with several other texture mapping algorithms. The efficiency and robustness of our algorithm makes it useful in interactive modeling applications and texture mapping large mesh models such as heritage monuments. |
| Starting Page | 1 |
| Ending Page | 8 |
| Page Count | 8 |
| File Format | |
| ISBN | 9781450316606 |
| DOI | 10.1145/2425333.2425370 |
| Language | English |
| Publisher | Association for Computing Machinery (ACM) |
| Publisher Date | 2012-12-16 |
| Publisher Place | New York |
| Access Restriction | Subscribed |
| Subject Keyword | Texture synthesis Mesh parameterization Texture mapping |
| Content Type | Text |
| Resource Type | Article |
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