Skeleton texture mapping

Martin Madaras, R. Durikovic
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引用次数: 9

Abstract

In the article an idea for a novel way of mapping of textures onto a surface of 3D model is introduced. Our technique is based on two interlocking mappings. The first one maps surface vertices onto a computed skeleton and the second one maps the surrounding area of each skeleton segment into a rectangle with size based on the surface properties around the segment. Furthermore, these rectangles are packed into a squared texture called skeleton texture map (STM) by approximately solving a palette loading problem. Our technique enables the mapping of a texture onto the surface without necessity to store texture coordinates with the model data and it is also suitable for surfaces with a topology non-homotopic to a sphere with higher order genus and unlimited structure branching.
骨架纹理映射
本文提出了一种将纹理映射到三维模型表面的新方法。我们的技术是基于两个互锁映射。第一个将表面顶点映射到计算的骨架上,第二个将每个骨架段的周围区域映射到一个矩形中,矩形的大小基于该段周围的表面属性。此外,通过近似解决调色板加载问题,这些矩形被打包成一个称为骨架纹理映射(STM)的正方形纹理。我们的技术使纹理映射到表面上,而不需要存储纹理坐标与模型数据,它也适用于具有拓扑非同伦的表面,具有高阶属和无限结构分支。
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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