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Texture mapping progressive meshes

Published:01 August 2001Publication History

ABSTRACT

Given an arbitrary mesh, we present a method to construct a progressive mesh (PM) such that all meshes in the PM sequence share a common texture parametrization. Our method considers two important goals simultaneously. It minimizes texture stretch (small texture distances mapped onto large surface distances) to balance sampling rates over all locations and directions on the surface. It also minimizes texture deviation (“slippage” error based on parametric correspondence) to obtain accurate textured mesh approximations. The method begins by partitioning the mesh into charts using planarity and compactness heuristics. It creates a stretch-minimizing parametrization within each chart, and resizes the charts based on the resulting stretch. Next, it simplifies the mesh while respecting the chart boundaries. The parametrization is re-optimized to reduce both stretch and deviation over the whole PM sequence. Finally, the charts are packed into a texture atlas. We demonstrate using such atlases to sample color and normal maps over several models.

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            cover image ACM Conferences
            SIGGRAPH '01: Proceedings of the 28th annual conference on Computer graphics and interactive techniques
            August 2001
            600 pages
            ISBN:158113374X
            DOI:10.1145/383259

            Copyright © 2001 ACM

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            Publication History

            • Published: 1 August 2001

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            SIGGRAPH '01 Paper Acceptance Rate65of300submissions,22%Overall Acceptance Rate1,822of8,601submissions,21%

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