ACM Home Page
Please provide us with feedback. Feedback
Meshed atlases for real-time procedural solid texturing
Full text PdfPdf (5.93 MB)
Source ACM Transactions on Graphics (TOG) archive
Volume 21 ,  Issue 2  (April 2002) table of contents
Pages: 106 - 131  
Year of Publication: 2002
ISSN:0730-0301
Authors
Nathan A. Carr  University of Illinois, Urbana-Champaign, Urbana, IL
John C. Hart  University of Illinois, Urbana-Champaign, Urbana, IL
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 6,   Downloads (12 Months): 68,   Citation Count: 20
Additional Information:

abstract   references   cited by   index terms   collaborative colleagues  

Tools and Actions: Request Permissions Request Permissions    Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/508357.508360
What is a DOI?

ABSTRACT

We describe an implementation of procedural solid texturing that uses the texture atlas, a one-to-one mapping from an object's surface into its texture space. The method uses the graphics hardware to rasterize the solid texture coordinates as colors directly into the atlas. A texturing procedure is applied per-pixel to the texture map, replacing each solid texture coordinate with its corresponding procedural solid texture result. The procedural solid texture is then mapped back onto the object surface using standard texture mapping. The implementation renders procedural solid textures in real time, and the user can design them interactively.The quality of this technique depends greatly on the layout of the texture atlas. A broad survey of texture atlas schemes is used to develop a set of general purpose mesh atlases and tools for measuring their effectiveness at distributing as many available texture samples as evenly across the surface as possible. The main contribution of this paper is a new multiresolution texture atlas. It distributes all available texture samples in a nearly uniform distribution. This multiresolution texture atlas also supports MIP-mapped minification antialiasing and linear magnification filtering.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
1
 
2
Battke, H., Stalling, D., and Hege., H.-C. 1996. Fast line integral convolution for arbitrary surfaces in 3d. Tech. Rep. SC-96-59, Konrad-Zuse-Zentrum für Informationstechnik Berlin (ZIB). (Dec.)
3
 
4
Brinsmead, D. 1993. Convert solid texture. Software component of Alias|Wavefront Power Animator 5.
 
5
6
 
7
 
8
 
9
 
10
Fournier, A. 1992. Normal distribution functions and multiple surfaces. In Proceedings of the Graphics Interface '92 Workshop on Local Illumination. Canadian Information Processing Society, 45--52.
11
 
12
Goehring, D. and Gerlitz, O. 1997. Advanced procedural texturing using MMX technology. Tech. rep., Intel MMX Technology Application Note. Oct.
 
13
Hanrahan, P. 1999. Procedural shading (keynote). Eurographics/SIGGRAPH Workshop on Graphics Hardware.
14
15
16
 
17
 
18
Kameya, M. and Hart, J. 2000. Bresenham noise. In SIGGRAPH 2000 Conference Abstracts and Applications.
 
19
 
20
Karypis, G. 1999. Multi-level algorithms for muli-constraint hypergraph partitioning. Tech. Rep. 99-034, University of Minnesota. Nov.
 
21
22
23
24
25
 
26
Ma, S. D. and Lin, H. 1988. Optimal texture mapping. In Proceedings of Eurographics '88. North-Holland, 421--428.
27
 
28
Maruya, M. 1995. Generating a texture map from object-surface texture data. Comput. Graph. Forum 14, 3 (Aug.), 397--406.
29
 
30
Microsoft Corp. 2000. Direct3D 8.0 specification. http://www.msdn.microsoft.com/directx.
 
31
32
 
33
Munkres, J. R. 1975. Topology: a first course. Prentice-Hall, Englewood Cliffs, New Jersey.
34
 
35
NVidia Corp. 2000. Noise. Component of the NVEffectsBrowser.
36
37
38
39
 
40
41
42
 
43
Pixar Corp. 1999. Future requirements for graphics hardware. Memo.
44
 
45
46
47
 
48
Rioux, M., Soucy, M., and Godin, G. 1996. A texture-mapping approach for the compression of colored 3D triangulations. The Visual Computer 12, 10, 503--514.
 
49
Samek, M. 1986. Texture mapping and distortion in digital graphics. The Visual Computer 2, 5, 313--320.
50
 
51
Segal, M. and Akeley, K. 1999. The OpenGL graphics system: A specification, version 1.2.1. http://www.opengl.org/.
 
52
Thorne, C. 1997. Convert solid texture. Software component of Alias|Wavefront Maya 1.
53

CITED BY  20
 
 
 
 
 
 
 
 
 

Collaborative Colleagues:
Nathan A. Carr: colleagues
John C. Hart: colleagues