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Many sophisticated solutions have been proposed to reduce the geometric complexity of 3D meshes. A less studied problem is how to preserve on a simplified mesh the detail (e.g. color, high frequency shape detail, scalar fields, etc.) which is encoded in the original mesh. We present a general approach for preserving detail on simplified meshes. The detail (or high frequency information) lost after simplification is encoded through texture or bump maps. The original contribution is that preservation is performed after simplification, by building set of triangular texture patches that are then packed in a single texture map. Each simplified mesh face is sampled to build the associated triangular texture patch; a new method for storing this set of texture patches into a standard rectangular texture is presented and discussed. Our detail preserving approach makes no assumptions about the simplification process adopted to reduce mesh complexity and allows highly efficient rendering. The solution is very general, allowing preservation of any attribute value defined on the high resolution mesh. We also describe an alternative application: the conversion of 3D models with 3D static procedural textures into standard 3D models with 2D textures

A general method for preserving attribute values on simplified meshes

Cignoni P;Montani c;Scopigno r;
1998

Abstract

Many sophisticated solutions have been proposed to reduce the geometric complexity of 3D meshes. A less studied problem is how to preserve on a simplified mesh the detail (e.g. color, high frequency shape detail, scalar fields, etc.) which is encoded in the original mesh. We present a general approach for preserving detail on simplified meshes. The detail (or high frequency information) lost after simplification is encoded through texture or bump maps. The original contribution is that preservation is performed after simplification, by building set of triangular texture patches that are then packed in a single texture map. Each simplified mesh face is sampled to build the associated triangular texture patch; a new method for storing this set of texture patches into a standard rectangular texture is presented and discussed. Our detail preserving approach makes no assumptions about the simplification process adopted to reduce mesh complexity and allows highly efficient rendering. The solution is very general, allowing preservation of any attribute value defined on the high resolution mesh. We also describe an alternative application: the conversion of 3D models with 3D static procedural textures into standard 3D models with 2D textures
1998
Istituto di Scienza e Tecnologie dell'Informazione "Alessandro Faedo" - ISTI
Inglese
9th Annual IEEE Conference on Visualization (VIS 98)
59
66
9
1-58113-106-2
http://ieeexplore.ieee.org/xpl/articleDetails.jsp?arnumber=745285
IEEE COMPUTER SOC
IEEE
LOS ALAMITOS, CA
New York
STATI UNITI D'AMERICA
STATI UNITI D'AMERICA
Sì, ma tipo non specificato
OCT 18-23, 1998
RES TRIANGLE PK, NC
Sommario non disponibile.
Surface simplification
Detail preservation
Texture mapping
Visualization'98. Proceedings - Codice PuMa: /cnr.iei/1998-A2-025
4
restricted
Cignoni, P; Montani, C; Scopigno, R; Rocchini, C
273
info:eu-repo/semantics/conferenceObject
04 Contributo in convegno::04.01 Contributo in Atti di convegno
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/20.500.14243/213372
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