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14
Mesh Colorization
"... Figure 1: Given a 3D model (a), the user scribbles on it using the desired colors (b). Our algorithm completes the colorization and generates the model shown in (c). This paper proposes a novel algorithm for colorization of meshes. This is important for applications in which the model needs to be co ..."
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Figure 1: Given a 3D model (a), the user scribbles on it using the desired colors (b). Our algorithm completes the colorization and generates the model shown in (c). This paper proposes a novel algorithm for colorization of meshes. This is important for applications in which the model needs to be colored by just a handful of colors or when no relevant image exists for texturing the model. For instance, archaeologists argue that the great Roman or Greek statues were full of color in the days of their creation, and traces of the original colors can be found. In this case, our system lets the user scribble some desired colors in various regions of the mesh. Colorization is then formulated as a constrained quadratic optimization problem, which can be readily solved. Special care is taken to avoid color bleeding between regions, through the definition of a new direction field on meshes. 1.
FeaturePreserving Triangular Geometry Images for LevelofDetail Representation of Static and Skinned Meshes
"... Geometry images resample meshes to represent them as texture for efficient GPU processing by forcing a regular parameterization that often incurs a large amount of distortion. Previous approaches broke the geometry image into multiple rectangular or irregular charts to reduce distortion, but complic ..."
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Cited by 3 (0 self)
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Geometry images resample meshes to represent them as texture for efficient GPU processing by forcing a regular parameterization that often incurs a large amount of distortion. Previous approaches broke the geometry image into multiple rectangular or irregular charts to reduce distortion, but complicated the automatic level of detail one gets from MIPmaps of the geometry image. We introduce triangularchart geometry images and show this new approach better supports the GPUside representation and display of skinned dynamic meshes, with support for feature preservation, bounding volumes and viewdependent level of detail. Triangular charts pack efficiently, simplify the elimination of Tjunctions, arise naturally from an edgecollapse simplification base mesh, and layout more flexibly to allow their edges to follow curvilinear mesh features. To support the construction and application of triangularchart geometry images, this paper introduces a new spectral clustering method for feature detection, and new methods for incorporating skinning weights and skinned bounding boxes into the representation. This results in a tenfold improvement in fidelity when compared to quadchart geometry images.
Implicit Decals: Interactive Editing of Repetitive Patterns on Surfaces
"... Texture 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 p ..."
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Cited by 1 (1 self)
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Texture 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.
Short Papers Fast Random Sampling of Triangular Meshes
"... (a) hair distribution (b) light sampling our algorithm reference uniform sampling Figure 1: Our fast mesh sampling algorithm can place up to 78 million random sample points per second on a triangle mesh. We can use the algorithm, for example, to interactively distribute hair roots on a surface (a) o ..."
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(a) hair distribution (b) light sampling our algorithm reference uniform sampling Figure 1: Our fast mesh sampling algorithm can place up to 78 million random sample points per second on a triangle mesh. We can use the algorithm, for example, to interactively distribute hair roots on a surface (a) or for sampling illumination from a complex luminaire, such as a projected HDR image, where uniform sampling produces a noisy image (b). We present a simple and fast algorithm for generating randomly distributed points on a triangle mesh with probability density specified by a twodimensional texture. Efficiency is achieved by resampling the density texture on an adaptively subdivided version of the input mesh. This allows us to generate the samples up to 40 × faster than the rejection sampling algorithm, the fastest existing alternative. We demonstrate the algorithm in two applications: fast placement of hair roots on a surface and sampling of illumination from a complex luminaire. Part of our mesh sampling procedure is a new general acceleration technique for drawing samples from a 1D discrete probability distribution whose utility extends beyond the mesh sampling problem.
Least Squares Vertex Baking
"... Figure 1: Ambient occlusion in the Sibenik cathedral model represented at vertices using (a) point sampling, (b) averaging triangle samples and (c) our method. Compare to (d) ground truth perpixel rendering. We investigate the representation of signals defined on triangle meshes using linearly inte ..."
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Figure 1: Ambient occlusion in the Sibenik cathedral model represented at vertices using (a) point sampling, (b) averaging triangle samples and (c) our method. Compare to (d) ground truth perpixel rendering. We investigate the representation of signals defined on triangle meshes using linearly interpolated vertex attributes. Compared to texture mapping, storing data only at vertices yields significantly lower memory overhead and less expensive runtime reconstruction. However, standard approaches to determine vertex values such as point sampling or averaging triangle samples lead to suboptimal approximations. We discuss how an optimal solution can be efficiently calculated using continuous leastsquares. In addition, we propose a regularization term that allows us to minimize gradient discontinuities and mach banding artifacts while staying close to the optimum. Our method has been integrated in a game production lighting tool and we present examples of representing signals such as ambient occlusion and precomputed radiance transfer in real game scenes, where vertex baking was used to free up resources for other game components. Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: ThreeDimensional Graphics and Realism—Color, shading, shadowing, and texture
1Disney Interactive Studios
"... Figure 1: Ambient occlusion in the Sibenik cathedral model represented at vertices using (a) point sampling, (b) averaging triangle samples and (c) our method. Compare to (d) ground truth perpixel rendering. We investigate the representation of signals defined on triangle meshes using linearly inte ..."
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Figure 1: Ambient occlusion in the Sibenik cathedral model represented at vertices using (a) point sampling, (b) averaging triangle samples and (c) our method. Compare to (d) ground truth perpixel rendering. We investigate the representation of signals defined on triangle meshes using linearly interpolated vertex attributes. Compared to texture mapping, storing data only at vertices yields significantly lower memory overhead and less expensive runtime reconstruction. However, standard approaches to determine vertex values such as point sampling or averaging triangle samples lead to suboptimal approximations. We discuss how an optimal solution can be efficiently calculated using continuous leastsquares. In addition, we propose a regularization term that allows us to minimize gradient discontinuities and mach banding artifacts while staying close to the optimum. Our method has been integrated in a game production lighting tool and we present examples of representing signals such as ambient occlusion and precomputed radiance transfer in real game scenes, where vertex baking was used to free up resources for other game components.
3D Colored Model Generation Based on Multiview Textures and Triangular Mesh
"... Abstract—Threedimensional colored models are of great interests to many fields. With the growing availability of inexpensive 3D sensing systems, it is easy to obtain triangular mesh and multiview textures. These range and vision data can be fused to provide such 3D colored models. However, lowcos ..."
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Abstract—Threedimensional colored models are of great interests to many fields. With the growing availability of inexpensive 3D sensing systems, it is easy to obtain triangular mesh and multiview textures. These range and vision data can be fused to provide such 3D colored models. However, lowcost sensing generates various noise components involving lowquality texture, errors in calibration and mesh modeling. Our primary objective is to establish highquality 3D colored models on the basis of mesh and textures, while considering the noise types and characteristics. In this paper, we contribute in two ways. The first contribution is a pointbased algorithm to color 3D models, where 3D surface points are used as primitives to process and store color information. The algorithm features three novel techniques: (a) accurate depth image estimation, (b) adaptive 3D surface point upsampling and (c) texture blending using those points. The algorithm provides colored models as dense colored point clouds, which can be rendered with various standard techniques for visualization. Our second contribution is an algorithm for textured model rendering, where blended textures are generated and mapped onto the mesh. The experimental results show that our algorithms efficiently provide highquality colored models and enable visually appealing rendering, while being tolerant to errors from data acquisition. We also quantify the efficiency of our point upsampling algorithm with novel metrics assessing the influence of the 3D points. Index Terms—data fusion, 3D colored model, texture blending, rendering, upsampling, multiview I.
COMPUTER GRAPHICS forum Implicit Decals: Interactive Editing of Repetitive Patterns on Surfaces
, 2013
"... Texture 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 p ..."
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Texture 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.
Displaced Subdivision Surfaces of Animated Meshes
"... This paper proposes a novel technique for converting a given animated mesh into a series of displaced subdivision surfaces. Instead of independently converting each frame in the animated mesh, our technique produces displaced subdivision surfaces that share the same topology of the control mesh and ..."
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This paper proposes a novel technique for converting a given animated mesh into a series of displaced subdivision surfaces. Instead of independently converting each frame in the animated mesh, our technique produces displaced subdivision surfaces that share the same topology of the control mesh and a single displacement map. We first propose a conversion framework that enables sharing the same control mesh topology and displacement map among frames, and then present the details of the components in the framework. Each component is specifically designed to minimize the conversion errors that can be caused by enforcing a single displacement map. The resulting displaced subdivision surfaces have a compact representation, while reproducing the details of the original animated mesh. The representation can also be used for efficient rendering by modern graphics hardware that supports accelerated rendering of subdivision surfaces.
Improving the Parameterization of Approximate Subdivision Surfaces
"... Figure 1: A textured and displaced subdivision surface and three zooms of the same area (from left to right) showing the original subdivision surface, the approximate subdivision surface and the result of our reparameterization method. Without reparameterization, the texture and displacements are st ..."
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Figure 1: A textured and displaced subdivision surface and three zooms of the same area (from left to right) showing the original subdivision surface, the approximate subdivision surface and the result of our reparameterization method. Without reparameterization, the texture and displacements are stretched and pulled along edges (see the highlighted region) touching extraordinary vertices due to the geometric continuity constraints of the surface. Without altering the geometry of the surface, our reparameterization technique removes this distortion with little computational cost. We provide a method for improving the parameterization of patching schemes that approximate CatmullClark subdivision surfaces, such that the new parameterization conforms better to that of the original subdivision surface. We create this reparameterization in realtime using a method that only depends on the topology of the surface and is independent of the surface’s geometry. Our method can handle patches with more than one extraordinary vertex and avoids the combinatorial increase in both complexity and storage associated with multiple extraordinary vertices. Moreover, the reparameterization function is easy to implement and fast.