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ABSTRACT
This paper presents a solution for texture mapping unparameterized models. The quality of a texture on a model is often limited by the model's parameterization into a 2D texture space. For models with complex topologies or complex distributions of structural detail, finding this parameterization can be very difficult and usually must be performed manually through a slow iterative process between the modeler and texture painter. This is especially true of models which carry no natural parameterizations, such as subdivision surfaces or models acquired from 3D scanners. Instead, we remove the 2D parameterization and store the texture in 3D space as a sparse, adaptive octree. Because no parameterization is necessary, textures can be painted on any surface that can be rendered. No mappings between disparate topologies are used, so texture artifacts such as seams and stretching do not exist. Because this method is adaptive, detail is created in the map only where required by the texture painter, conserving memory usage.
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.
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CITED BY 15
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Aaron E. Lefohn , Shubhabrata Sengupta , Joe Kniss , Robert Strzodka , John D. Owens, Glift: Generic, efficient, random-access GPU data structures, ACM Transactions on Graphics (TOG), v.25 n.1, p.60-99, January 2006
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Joe Kniss , Aaron Lefohn , Robert Strzodka , Shubhabrata Sengupta , John D. Owens, Octree textures on graphics hardware, ACM SIGGRAPH 2005 Sketches, July 31-August 04, 2005, Los Angeles, California
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