33 research outputs found

    Interactive Out-Of-Core Texturing

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    International audienceInteractive rendering of huge objects becomes available on common workstations thanks to highly optimized data-structures and out-of-core frameworks for rendering. However, interactive editing, and in particular interactive texturing of such objects, is still a challenging task, since the dynamic information added during this editing step would break any highly-optimized data-structures, such as GPU vertex buffers or specific out-of-core representations of huge objects. We propose Point-Sampled Textures (PST) for interactive texturing of large models at various scales without requiring 2D parameterization (complex and expensive for large models). This framework allows the user to interactively set any appearance property of the original object, from per-sample color to complex BRDFs

    Implicit Decals: Interactive Editing of Repetitive Patterns on Surfaces

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    11 pagesInternational audienceTexture mapping is an essential component for creating 3D models and is widely used in both the game and the movie industries. Creating texture maps has always been a complex task and existing methods carefully balance flexibility with ease of use. One difficulty in using texturing is the repeated placement of individual textures over larger areas. In this paper we propose a method which uses decals to place images onto a model. Our method allows the decals to compete for space and to deform as they are being pushed by other decals. A spherical field function is used to determine the position and the size of each decal and the deformation applied to fit the decals. The decals may span multiple objects with heterogeneous representations. Our method does not require an explicit parameterization of the model. As such, varieties of patterns including repeated patterns like rocks, tiles, and scales can be mapped. We have implemented the method using the GPU where placement, size, and orientation of thousands of decals are manipulated in real time

    Computer Aided Lighting for architects and designers

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    Designing lightings in a 3D-scene is a general complex task for building conception as it is submitted to many constraints such as aesthetics or ergonomics. This is often achieved by experimental trials until reaching an acceptable result. Several rendering softwares (such as Radiance) allow an accurate computation of lighting for each point in a scene, but this is a long process and any modification requires the whole scene to be rendered again to get the result. The first guess is empirical, provided by experience of the operator and rarely submitted to scientific considerations. Our aim is to provide a tool for helping designers to achieve this work in the scope of global illumination. We consider the problem when some data are asked for : on one hand the mean lighting in some zones (for example on a desktop) and on the other hand some qualitative information about location of sources (spotlights on the ceiling, halogens on north wall,...). The system we are conceiving computes the number of light sources, their position and intensities, in order to obtain the lighting effects defined by the user. The algorithms that we use bind together radiosity computations with resolution of a system of constraints

    Interactive editing tools for image-based rendering systems

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    Thesis (M. Eng.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science; and, Thesis (B.S.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1998.Includes bibliographical references (p. 95-96).by Sudeep Rangaswamy.B.S.M.Eng
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