TileTrees

S. Lefebvre, C. Dachsbacher
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引用次数: 21

Abstract

Texture mapping with atlases suffer from several drawbacks: Wasted memory, seams, uniform resolution and no support of implicit surfaces. Texture mapping in a volume solves most of these issues, but unfortunately it induces an important space and time overhead. To address this problem, we introduce the TileTree: A novel data structure for texture mapping surfaces. TileTrees store square texture tiles into the leaves of an octree surrounding the surface. At rendering time the surface is projected onto the tiles, and the color is retrieved by a simple 2D texture fetch into a tile map. This avoids the difficulties of global planar parameterizations while still mapping large pieces of surface to regular 2D textures. Our method is simple to implement, does not require long pre-processing time, nor any modification of the textured geometry. It is not limited to triangle meshes. The resulting texture has little distortion and is seamlessly interpolated over smooth surfaces. Our method natively supports adaptive resolution. We show that TileTrees are more compact than other volume approaches, while providing fast access to the data. We also describe an interactive painting application, enabling to create, edit and render objects without having to convert between texture representations.
地图集的纹理映射有几个缺点:浪费内存、接缝、统一分辨率和不支持隐式表面。卷中的纹理映射解决了大部分问题,但不幸的是,它带来了重要的空间和时间开销。为了解决这个问题,我们引入了TileTree:一种用于纹理映射表面的新颖数据结构。TileTrees将正方形纹理瓷砖存储到围绕表面的八叉树的叶子中。在渲染时,表面被投影到瓷砖上,颜色通过简单的2D纹理提取到瓷砖地图中来检索。这避免了全局平面参数化的困难,同时仍然将大块表面映射到规则的2D纹理。该方法实现简单,不需要长时间的预处理,也不需要对纹理几何进行任何修改。它并不局限于三角形网格。产生的纹理几乎没有失真,并且可以无缝地插值到光滑的表面上。我们的方法本身支持自适应分辨率。我们表明,磁贴树比其他体积方法更紧凑,同时提供对数据的快速访问。我们还描述了一个交互式绘画应用程序,可以创建、编辑和渲染对象,而无需在纹理表示之间进行转换。
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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