Many sophisticated solutions have been proposed to reduce the geometric complexity of 3D meshes. A slightly less studied problem is how to preserve attribute detail on simplified meshes (e.g., color, high-frequency shape details, scalar fields, etc.). We present a general approach that is completely independent of the simplification technique adopted to reduce the mesh size. We use resampled textures (rgb, bump, displacement or shade maps) to decouple attribute detail representation from geometry simplification. The original contribution is that preservation is performed after simplification by building a set of triangular texture patches that are then packed into a single texture map. This general solution can be applied to the output of any topology-preserving simplification code and it allows any attribute value defined on the high-resolution mesh to be recovered. Moreover, decoupling shape simplification from detail preservation (and encoding the latter with texture maps) leads to high simplification rates and highly efficient rendering. We also describe an alternative application: the conversion of 3D models with 3D procedural textures (which generally force the use of software renderers) into standard 3D models with 2D bitmap textures.

Preserving attribute values on simplified meshes by resampling detail textures / P. Cignoni, C. Montani, C. Rocchini, R. Scopigno, M. Tarini. - In: THE VISUAL COMPUTER. - ISSN 0178-2789. - 15:10(1999), pp. 519-539. [10.1007/s003710050197]

Preserving attribute values on simplified meshes by resampling detail textures

M. Tarini
1999

Abstract

Many sophisticated solutions have been proposed to reduce the geometric complexity of 3D meshes. A slightly less studied problem is how to preserve attribute detail on simplified meshes (e.g., color, high-frequency shape details, scalar fields, etc.). We present a general approach that is completely independent of the simplification technique adopted to reduce the mesh size. We use resampled textures (rgb, bump, displacement or shade maps) to decouple attribute detail representation from geometry simplification. The original contribution is that preservation is performed after simplification by building a set of triangular texture patches that are then packed into a single texture map. This general solution can be applied to the output of any topology-preserving simplification code and it allows any attribute value defined on the high-resolution mesh to be recovered. Moreover, decoupling shape simplification from detail preservation (and encoding the latter with texture maps) leads to high simplification rates and highly efficient rendering. We also describe an alternative application: the conversion of 3D models with 3D procedural textures (which generally force the use of software renderers) into standard 3D models with 2D bitmap textures.
surface simplification; derail preservation; texture mapping; picture/image generation; display algorithms
Settore INF/01 - Informatica
1999
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/2434/681535
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