Multiresolution attributes for tessellated meshes

Henry Schäfer, Magdalena Prus, Quirin Meyer, J. Süßmuth, M. Stamminger
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引用次数: 10

Abstract

We present a novel representation for storing sub-triangle signals, such as colors, normals, or displacements directly with the triangle mesh. Signal samples are stored as guided by hardware-tessellation patterns. Thus, we can directly render from our representation by assigning signal samples to attributes of vertices generated by the hardware tessellator. Contrary to texture mapping, our approach does not require any atlas generation, chartification, or uv-unwrapping. Thus, it does not suffer from texture-related artifacts, such as discontinuities across chart boundaries or distortion. Moreover, our approach allows specifying the optimal sampling rate adaptively on a per triangle basis, resulting in significant memory savings for most signal types. We propose a signal optimal approach for converting arbitrary signals, including existing assets with textures or mesh colors, into our representation. Further, we provide efficient algorithms for mip-mapping, bi- and tri-linear interpolation directly in our representation. Our approach is optimally suited for displacement mapping: it automatically generates crack-free, view-dependent displacement mapped models enabling continuous level-of-detail.
细分网格的多分辨率属性
我们提出了一种新的表示,用于存储子三角形信号,如颜色、法线或直接与三角形网格的位移。信号样本按照硬件镶嵌模式存储。因此,我们可以通过将信号样本分配给硬件镶嵌器生成的顶点的属性来直接渲染我们的表示。与纹理映射相反,我们的方法不需要任何图集生成、图形化或uv展开。因此,它不会受到与纹理相关的工件的影响,例如跨图表边界的不连续或失真。此外,我们的方法允许在每个三角形的基础上自适应地指定最佳采样率,从而大大节省了大多数信号类型的内存。我们提出了一种信号优化方法,用于将任意信号(包括具有纹理或网格颜色的现有资产)转换为我们的表示。此外,我们提供了有效的算法,mip映射,双线性和三线性插值直接在我们的表示。我们的方法最适合于位移映射:它自动生成无裂纹,依赖于视图的位移映射模型,从而实现连续的细节水平。
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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