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Workflow Optimization for a Graphic Artist working on large Texture Sets using Virtual Texturing

By Michael Birsak and Supervised Michael Wimmer


In this paper we present an approach to optimize the workflow for a graphic artist currently working on high resolution photographs of architectural and archaeological monuments. These photographs are used as texture maps to color the meshes, which are calculated from laser-scanned point clouds corresponding to exactly those monuments. Because a particular region belonging to a monument is covered from several photographs with different colorization, further manual processing of the photos is required. Therefore we developed an application, which generates masks to emphasize regions of the photographs that are used in the final model, to ease the work of the graphic artist. For fast rendering of the model, we took Virtual Texturing into account, and developed an application for fast generation of the Virtual Texture Atlas and the Tile Store. A fast and efficient update of the Tile Store, if a photograph is edited after the final generation of the Virtual Texture Atlas and the Tile Store, the application also provides. The used algorithms are stated as well as the speed-up compared to an existing implementation

Topics: Mask Generation, Virtual Texturing, Texture Atlas, Fast Tile Update
Year: 2013
OAI identifier: oai:CiteSeerX.psu:
Provided by: CiteSeerX
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