Seamless texture mapping of subdivision surfaces by model pelting and texture blending

Dan Piponi, G. Borshukov
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引用次数: 117

Abstract

Subdivision surfaces solve numerous problems related to the geometry of character and animation models. However, unlike on parametrised surfaces there is no natural choice of texture coordinates on subdivision surfaces. Existing algorithms for generating texture coordinates on non-parametrised surfaces often find solutions that are locally acceptable but globally are unsuitable for use by artists wishing to paint textures. In addition, for topological reasons there is not necessarily any choice of assignment of texture coordinates to control points that can satisfactorily be interpolated over the entire surface. We introduce a technique, pelting, for finding both optimal and intuitive texture mapping over almost all of an entire subdivision surface and then show how to combine multiple texture mappings together to produce a seamless result.
通过模型贴图和纹理混合实现细分表面的无缝纹理映射
细分曲面解决了许多与角色几何和动画模型相关的问题。然而,与参数化曲面不同,在细分曲面上没有自然的纹理坐标选择。在非参数化表面上生成纹理坐标的现有算法通常会找到局部可接受的解决方案,但全局不适合希望绘制纹理的艺术家使用。此外,由于拓扑原因,没有必要选择纹理坐标分配到控制点,从而可以在整个表面上满意地插值。我们介绍了一种技术,pelting,用于在几乎所有的整个细分表面上找到最优和直观的纹理映射,然后展示如何将多个纹理映射组合在一起以产生无缝的结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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