2006Computer Graphics ForumRequires access

Texture Adaptation for Progressive Meshes

Chih‐Chun Chen, Jung‐Hong Chuang

Open publisher page 20 citations

Abstract

Abstract Level‐of‐detail modeling is a vital representation for real‐time applications. To support texture mapping progressive meshes (PM), we usually allow the whole PM sequence to share a common texture map. Although such a common texture map can be derived by using appropriate mesh parameterizations that consider the minimization of geometry stretch, texture stretch, or even the texture deviation introduced by edge collapses, we have found that even with a well parameterized texture map, the texture mapped PM still reveals apparent texture distortion due to geometry changes and the nature of linear interpolation used by texture mapping hardware. In this paper, we propose a novel, simple, and efficient approach that adapts texture content for each edge collapse, aiming to eliminate texture distortion. A texture adaptation and its inverse are local and incremental operations that can be fully supported by texture mapping hardware, the render‐to‐texture feature, and the fragment shader. Once the necessary correspondence in the partition of texture space is built during the course of PM construction, the texture adaptation or its inverse can be applied on the fly before rendering the simplified or refined model with texture map. We also propose the mechanism of indexing mapping to reduce blurred artifacts due to under‐sampling that might be introduced by texture adaptation. Keywords: texture mapping progressive meshes, mesh simplification, mesh parameterization, texture distortion Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism Color, shading, shadowing, and texture

About this research paper

What this paper is about

Abstract Level‐of‐detail modeling is a vital representation for real‐time applications. To support texture mapping progressive meshes (PM), we usually allow the whole PM sequence to share a common texture map. Although such a common texture map can be derived by using appropriate mesh parameterizations that consider the minimization of geometry stretch, texture stretch, or even the texture deviation introduced by edge collapses, we have found that even with a well parameterized texture map, the texture mapped PM still reveals apparent texture distortion due to geometry changes and the nature of linear interpolation used by texture mapping hardware. In this paper, we propose a novel, simple, and efficient approach that adapts texture content for each edge collapse, aiming to eliminate texture distortion. A texture adaptation and its inverse are local and incremental operations that can be fully supported by texture mapping hardware, the render‐to‐texture feature, and the fragment shader. Once the necessary correspondence in the partition of texture space is built during the course of PM construction, the texture adaptation or its inverse can be applied on the fly before rendering the simplified or refined model with texture map. We also propose the mechanism of indexing mapping to reduce blurred artifacts due to under‐sampling that might be introduced by texture adaptation. Keywords: texture mapping progressive meshes, mesh simplification, mesh parameterization, texture distortion Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism Color, shading, shadowing, and texture

Why it matters

OpenAlex reports 20 citations for this work. Citation counts describe recorded attention and do not establish research quality.

Key contribution

A contribution statement is not available in the OpenAlex record.

Method / approach

Method details are not available in the OpenAlex metadata.

Main findings

Findings are not separately available in the OpenAlex metadata.

Limitations

Limitations are not available in the OpenAlex metadata.

Applications

Application details are not available in the OpenAlex metadata.

Available abstract

Abstract Level‐of‐detail modeling is a vital representation for real‐time applications. To support texture mapping progressive meshes (PM), we usually allow the whole PM sequence to share a common texture map. Although such a common texture map can be derived by using appropriate mesh parameterizations that consider the minimization of geometry stretch, texture stretch, or even the texture deviation introduced by edge collapses, we have found that even with a well parameterized texture map, the texture mapped PM still reveals apparent texture distortion due to geometry changes and the nature of linear interpolation used by texture mapping hardware. In this paper, we propose a novel, simple, and efficient approach that adapts texture content for each edge collapse, aiming to eliminate texture distortion. A texture adaptation and its inverse are local and incremental operations that can be fully supported by texture mapping hardware, the render‐to‐texture feature, and the fragment shader. Once the necessary correspondence in the partition of texture space is built during the course of PM construction, the texture adaptation or its inverse can be applied on the fly before rendering the simplified or refined model with texture map. We also propose the mechanism of indexing mapping to reduce blurred artifacts due to under‐sampling that might be introduced by texture adaptation. Keywords: texture mapping progressive meshes, mesh simplification, mesh parameterization, texture distortion Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Three‐Dimensional Graphics and Realism Color, shading, shadowing, and texture

Key concepts: Texture filtering, Projective texture mapping, Texture compression, Texture mapping, Bidirectional texture function, Texture atlas, Displacement mapping, Computer science

Related papers

Back to paper searchBrowse research topicsOriginal source
Texture Adaptation for Progressive Meshes — Research Paper | ScholarLens