UV-maps are required in order to apply a 2D texture over a 3D model. Conventional UV-maps are defined by an assignment of uv positions to mesh vertices. We present an alternative representation, volume-encoded UV-maps, in which each point on the surface is mapped to a uv position which is solely a function of its 3D position. This function is tailored for a target surface: its restriction to the surface is a parametrization exhibiting high quality, e.g. in terms of angle and area preservation; and, near the surface, it is almost constant for small orthogonal displacements. The representation is applicable to a wide range of shapes and UV-maps, and unlocks several key advantages: it removes the need to duplicate vertices in the mesh to encode cuts in the map; it makes the UVmap representation independent from the meshing of the surface; the same texture, and even the same UV-map, can be shared by multiple geometrically similar models (e.g. all levels of a LoD pyramid); UV-maps can be applied to representations other than polygonal meshes, like point clouds or set of registered range-maps. Our schema is cheap on GPU computational and memory resources, requiring only a single, cache-coherent indirection to a small volumetric texture per fragment. We also provide an algorithm to construct a volume-encoded UV-map given a target surface.

Volume-encoded UV-maps / M. Tarini. - In: ACM TRANSACTIONS ON GRAPHICS. - ISSN 0730-0301. - 35:4(2016 Jul), pp. a107.1-a107.13. ((Intervento presentato al convegno ACM SIGGRAPH : July, 24th - 28th tenutosi a Anaheim (CA, USA) nel 2016 [10.1145/2897824.2925898].

Volume-encoded UV-maps

M. Tarini
2016

Abstract

UV-maps are required in order to apply a 2D texture over a 3D model. Conventional UV-maps are defined by an assignment of uv positions to mesh vertices. We present an alternative representation, volume-encoded UV-maps, in which each point on the surface is mapped to a uv position which is solely a function of its 3D position. This function is tailored for a target surface: its restriction to the surface is a parametrization exhibiting high quality, e.g. in terms of angle and area preservation; and, near the surface, it is almost constant for small orthogonal displacements. The representation is applicable to a wide range of shapes and UV-maps, and unlocks several key advantages: it removes the need to duplicate vertices in the mesh to encode cuts in the map; it makes the UVmap representation independent from the meshing of the surface; the same texture, and even the same UV-map, can be shared by multiple geometrically similar models (e.g. all levels of a LoD pyramid); UV-maps can be applied to representations other than polygonal meshes, like point clouds or set of registered range-maps. Our schema is cheap on GPU computational and memory resources, requiring only a single, cache-coherent indirection to a small volumetric texture per fragment. We also provide an algorithm to construct a volume-encoded UV-map given a target surface.
No
English
seamless parameterization; texture mapping; computer graphics and computer-aided design
Settore INF/01 - Informatica
Articolo
Esperti anonimi
Pubblicazione scientifica
lug-2016
Association for Computing Machinery (ACM)
35
4
a107
1
13
13
Pubblicato
Periodico con rilevanza internazionale
ACM SIGGRAPH : July, 24th - 28th
Anaheim (CA, USA)
2016
Convegno internazionale
Intervento inviato
scopus
crossref
Aderisco
info:eu-repo/semantics/article
Volume-encoded UV-maps / M. Tarini. - In: ACM TRANSACTIONS ON GRAPHICS. - ISSN 0730-0301. - 35:4(2016 Jul), pp. a107.1-a107.13. ((Intervento presentato al convegno ACM SIGGRAPH : July, 24th - 28th tenutosi a Anaheim (CA, USA) nel 2016 [10.1145/2897824.2925898].
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Prodotti della ricerca::01 - Articolo su periodico
1
262
Article (author)
no
M. Tarini
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/2434/553612
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