Conversion of point-sampled models to textured meshes

M. Wicke, S. Olibet, M. Gross
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引用次数: 3

Abstract

We present an algorithm to convert point-sampled objects to textured meshes. The output mesh carries the geometric information present in the input model, while information about color and other surface attributes is separated and stored in textures. The point cloud is triangulated and decimated so it adequately represents the object geometry. Using EWA splatting, we compute textures patches for all triangles in the mesh. In an iterative process, the size of the texture patches is chosen adaptively such that texture information is preserved during the conversion. The texture filtering capabilities of EWA splatting ensure that no texture aliasing occurs. Finally, the texture patches are compiled into a texture atlas. Aside from colors, other surface attributes can be treated similarly. Normal maps can be computed to allow for further simplification of the output mesh while maintaining high visual quality.
点采样模型到纹理网格的转换
提出了一种将点采样对象转换为纹理网格的算法。输出网格携带输入模型中存在的几何信息,而关于颜色和其他表面属性的信息被分离并存储在纹理中。点云是三角化和抽取的,所以它充分地代表了物体的几何形状。使用EWA飞溅,我们计算网格中所有三角形的纹理补丁。在迭代过程中,自适应选择纹理块的大小,从而在转换过程中保留纹理信息。EWA溅射的纹理过滤功能确保不会发生纹理混叠。最后,将纹理补丁编译成纹理图集。除了颜色,其他表面属性也可以类似地处理。法线贴图可以计算,以允许进一步简化输出网格,同时保持高视觉质量。
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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