Invisible Seams
Identifieur interne : 000927 ( Istex/Curation ); précédent : 000926; suivant : 000928Invisible Seams
Auteurs : Nicolas Ray ; Vincent Nivoliers [France] ; Sylvain Lefebvre ; Bruno LévySource :
- Computer Graphics Forum [ 0167-7055 ] ; 2010-06.
English descriptors
- Teeft :
- Adaptive, Adaptive resolution, Adaptive resolution frog, Algorithm, Bicubic, Bicubic modes, Bilinear, Bilinear interpolation, Blackwell publishing, Chart boundaries, Chart boundary, Class value position, Coalescing, Coarser, Coarser resolution, Coarser texels, Color constraints, Colored texels, Complex shaders, Constraint, Continuous interpolation, Continuous result, Different modes, Dual alignment, Equivalence, Equivalence class, Equivalence class value position, Equivalence classes, Eurographics, Eurographics association, Facet, Facet frame, Facet resolution, Geometry processing, Grid, Half edge, Higher resolution texels, Inner texel, Inner texels, Integer cell, Integer cells, Integer translation, Integer translations, Interpolation, Interpolation cell, Interpolation cells, Invisible seams, Invisible seams figure, Iteratively coalescing, Journal compilation, Larger charts, Lefebvre, Nivoliers, Opposite half edge, Other modes, Parameterization, Parametric domain, Perfect continuity, Proper texture atlas, Quad remeshing, Resolution texels, Same class, Same resolution, Same value, Scale ratios, Seamless, Several levels, Siggraph, Singularity, Special treatment, Standard case, Standard texture atlases, Texel, Texel grid, Texel grids, Texel size, Texel value, Texel value constraints, Texel values, Texels, Texture, Texture atlas, Texture atlases, Texture coordinates, Texture lookup, Texture mapping, Texture space, Texture synthesis, Transition function, Transition functions, Uniform resolution, User paints, Value position, Visible discontinuities, Yellow half edge.
Abstract
Surface materials are commonly described by attributes stored in textures (for instance, color, normal, or displacement). Interpolation during texture lookup provides a continuous value field everywhere on the surface, except at the chart boundaries where visible discontinuities appear. We propose a solution to make these seams invisible, while still outputting a standard texture atlas. Our method relies on recent advances in quad remeshing using global parameterization to produce a set of texture coordinates aligning texel grids across chart boundaries. This property makes it possible to ensure that the interpolated value fields on both sides of a chart boundary precisely match, making all seams invisible. However, this requirement on the uv coordinates needs to be complemented by a set of constraints on the colors stored in the texels. We propose an algorithm solving for all the necessary constraints between texel values, including through different magnification modes (nearest, bilinear, biquadratic and bicubic), and across facets using different texture resolutions. In the typical case of bilinear magnification and uniform resolution, none of the texels appearing on the surface are constrained. Our approach also ensures perfect continuity across several MIP‐mapping levels.
Url:
DOI: 10.1111/j.1467-8659.2010.01746.x
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<front><div type="abstract" xml:lang="en">Surface materials are commonly described by attributes stored in textures (for instance, color, normal, or displacement). Interpolation during texture lookup provides a continuous value field everywhere on the surface, except at the chart boundaries where visible discontinuities appear. We propose a solution to make these seams invisible, while still outputting a standard texture atlas. Our method relies on recent advances in quad remeshing using global parameterization to produce a set of texture coordinates aligning texel grids across chart boundaries. This property makes it possible to ensure that the interpolated value fields on both sides of a chart boundary precisely match, making all seams invisible. However, this requirement on the uv coordinates needs to be complemented by a set of constraints on the colors stored in the texels. We propose an algorithm solving for all the necessary constraints between texel values, including through different magnification modes (nearest, bilinear, biquadratic and bicubic), and across facets using different texture resolutions. In the typical case of bilinear magnification and uniform resolution, none of the texels appearing on the surface are constrained. Our approach also ensures perfect continuity across several MIP‐mapping levels.</div>
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