International audienceTexture mapping with atlases suffer from several drawbacks: Wasted memory, seams, uniform resolution and no support of implicit surfaces. Texture mapping in a volume solves most of these issues, but unfortunately it induces an important space and time overhead. To address this problem, we introduce the TileTree: A novel data structure for texture mapping surfaces. TileTrees store square texture tiles into the leaves of an octree surrounding the surface. At rendering time the surface is projected onto the tiles, and the color is retrieved by a simple 2D texture fetch into a tile map. This avoids the dif culties of global planar parameterizations while still mapping large pieces of surface to regular 2D textures. Our met...
We propose a technique, called TextureMontage, to seamlessly map a patchwork of texture images onto ...
Our ancient ancestors invented tiles predominantly for the purpose of decorating architectural in...
Standard texture mapping of real-world meshes suffers from the presence of seams that need to be int...
Texture atlas parameterization provides an effective way to map a variety of colour and data attribu...
to appearInternational audienceWe present a multi-scale algorithm for mapping a texture defined by a...
International audienceThis paper deals with the packing of square tiles of the same size into one te...
Over the last years, several techniques have been demonstrated that rely on tile-based methods. A lo...
Texture mapping has been a fundamental feature for commodity graphics hardware. However, a key chall...
The visual complexity of objects does not only come from their shape, but also from their surface ap...
Texture mapping algorithms use mesh parameterization meth-ods to find an optimal map for the vertice...
High quality realistic rendering is one of the major goals in computer graphics. To achieve this goa...
International audienceNumerous real-time applications such computer games or flight simulators requi...
Graphical applications tend to oer a more and more realistic rendering of 3D scenes thanks to the gr...
International audienceBecause of their geometric complexity, high resolution 3D models, either desig...
This thesis work presents a simple and practical technique for seamlessly texturing quadrilateral me...
We propose a technique, called TextureMontage, to seamlessly map a patchwork of texture images onto ...
Our ancient ancestors invented tiles predominantly for the purpose of decorating architectural in...
Standard texture mapping of real-world meshes suffers from the presence of seams that need to be int...
Texture atlas parameterization provides an effective way to map a variety of colour and data attribu...
to appearInternational audienceWe present a multi-scale algorithm for mapping a texture defined by a...
International audienceThis paper deals with the packing of square tiles of the same size into one te...
Over the last years, several techniques have been demonstrated that rely on tile-based methods. A lo...
Texture mapping has been a fundamental feature for commodity graphics hardware. However, a key chall...
The visual complexity of objects does not only come from their shape, but also from their surface ap...
Texture mapping algorithms use mesh parameterization meth-ods to find an optimal map for the vertice...
High quality realistic rendering is one of the major goals in computer graphics. To achieve this goa...
International audienceNumerous real-time applications such computer games or flight simulators requi...
Graphical applications tend to oer a more and more realistic rendering of 3D scenes thanks to the gr...
International audienceBecause of their geometric complexity, high resolution 3D models, either desig...
This thesis work presents a simple and practical technique for seamlessly texturing quadrilateral me...
We propose a technique, called TextureMontage, to seamlessly map a patchwork of texture images onto ...
Our ancient ancestors invented tiles predominantly for the purpose of decorating architectural in...
Standard texture mapping of real-world meshes suffers from the presence of seams that need to be int...