We investigate the mesh colors method for per-face parameterization for texture-mapping of geometry, implemented in the game engine Frostbite 3, for the purpose of evaluating the method compared to traditional texture-mapping in a real-time application. Traditional UV-mapping often causes discontinuities which commonly results in visible seams in the end results. If any change is done to the vertex positions or the topology a remapping of the UV-map has to be done. Mesh colors aims to avoid these problems by skipping the transformation to 2D space as in UV-mapping, and associating color samples directly with the geometry of a mesh. The implementation was done in Frostbite 3 in C++ and HLSL shader code, and rendered with the DirectX graphics...
UV-maps are required in order to apply a 2D texture over a 3D model. Conventional UV-maps are define...
Recent advancements in performance and programmability have made graphics hardware and important pla...
We proposed a texture mapping technique that comprises mesh partitioning, mesh parameterization and ...
This article presents the evaluation of a pipeline to develop a high-quality texture mapping impleme...
Adding texture to an object is extremely important for the enhancement of the 3D model\u27s visual r...
Texture mapping algorithms use mesh parameterization meth-ods to find an optimal map for the vertice...
An application may have to load an unknown 3D model and, for enhanced realistic rendering, precomput...
In the last decade, new developments in remote sensing, photogrammetry and laser scannin...
Figure 1. Solid texture coordinates stored as vertex colors of a model (a) are rasterized into a tex...
International audienceThis work takes part in a global industrial project, which aims at decorating ...
This paper presents an extension to the KinectFusion algorithm which allows creating simplified 3D m...
Texture mapping is a classical technique that is commonly used in computer graphics applications as ...
We propose a technique, called TextureMontage, to seamlessly map a patchwork of texture images onto ...
In recent years, point-sampled geometry is becoming ubiquitous in graphics and geometric information...
A well known problem in the field of multi-resolution meshes is attribute preservation. To simplify ...
UV-maps are required in order to apply a 2D texture over a 3D model. Conventional UV-maps are define...
Recent advancements in performance and programmability have made graphics hardware and important pla...
We proposed a texture mapping technique that comprises mesh partitioning, mesh parameterization and ...
This article presents the evaluation of a pipeline to develop a high-quality texture mapping impleme...
Adding texture to an object is extremely important for the enhancement of the 3D model\u27s visual r...
Texture mapping algorithms use mesh parameterization meth-ods to find an optimal map for the vertice...
An application may have to load an unknown 3D model and, for enhanced realistic rendering, precomput...
In the last decade, new developments in remote sensing, photogrammetry and laser scannin...
Figure 1. Solid texture coordinates stored as vertex colors of a model (a) are rasterized into a tex...
International audienceThis work takes part in a global industrial project, which aims at decorating ...
This paper presents an extension to the KinectFusion algorithm which allows creating simplified 3D m...
Texture mapping is a classical technique that is commonly used in computer graphics applications as ...
We propose a technique, called TextureMontage, to seamlessly map a patchwork of texture images onto ...
In recent years, point-sampled geometry is becoming ubiquitous in graphics and geometric information...
A well known problem in the field of multi-resolution meshes is attribute preservation. To simplify ...
UV-maps are required in order to apply a 2D texture over a 3D model. Conventional UV-maps are define...
Recent advancements in performance and programmability have made graphics hardware and important pla...
We proposed a texture mapping technique that comprises mesh partitioning, mesh parameterization and ...