139 research outputs found

    Multi-Resolution Texture Coding for Multi-Resolution 3D Meshes

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    We present an innovative system to encode and transmit textured multi-resolution 3D meshes in a progressive way, with no need to send several texture images, one for each mesh LOD (Level Of Detail). All texture LODs are created from the finest one (associated to the finest mesh), but can be re- constructed progressively from the coarsest thanks to refinement images calculated in the encoding process, and transmitted only if needed. This allows us to adjust the LOD/quality of both 3D mesh and texture according to the rendering power of the device that will display them, and to the network capacity. Additionally, we achieve big savings in data transmission by avoiding altogether texture coordinates, which are generated automatically thanks to an unwrapping system agreed upon by both encoder and decoder

    Texturing of multi-resolution meshes with basis meshes

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    A well known problem in the field of multi-resolution meshes is attribute preservation. To simplify mesh geometry while surface attributes, like texture information, remain stable, the textures have to cover several parameterized triangles (mesh patches). In such cases we have to simplify the surface parameterization along with the geometrical simplification. To minimize visible deviation while simplifying, we need a suitable parameterization and must avoid drastic changes along the patch borders. In this paper we present an algorithm that creates surface patches for multi-resolution meshes. These patches are parameterized to share textures and normal-maps for all possible mesh approximations. To create the patches, we simplify the mesh to a low resolution triangle mesh (basis mesh) whose triangle structure is projected to the original surface in an refinement step. The projected basis triangles are used to build the surface patches. These patches are finally parameterized with shape-preserving weights

    Constrained Texture Mapping And Foldover-free Condition

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    Texture mapping has been widely used in image processing and graphics to enhance the realism of CG scenes. However to perfectly match the feature points of a 3D model with the corresponding pixels in texture images, the parameterisation which maps a 3D mesh to the texture space must satisfy the positional constraints. Despite numerous research efforts, the construction of a mathematically robust foldover-free parameterisation subject to internal constraints is still a remaining issue. In this paper, we address this challenge by developing a two-step parameterisation method. First, we produce an initial parameterisation with a method traditionally used to solve structural engineering problems, called the bar-network. We then derive a mathematical foldover-free condition, which is incorporated into a Radial Basis Function based scheme. This method is therefore able to guarantee that the resulting parameterization meets the hard constraints without foldovers
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