Geometry Textures

Rodrigo Toledo 1 Bin Wang 2, 3 Bruno Lévy 1
1 ALICE - Geometry and Lighting
INRIA Lorraine, LORIA - Laboratoire Lorrain de Recherche en Informatique et ses Applications
3 CAD - Computer Aided Design
LIAMA - Laboratoire Franco-Chinois d'Informatique, d'Automatique et de Mathématiques Appliquées, Inria Paris-Rocquencourt
Abstract : In highly tessellated models, triangles are very small compared to the entire object, representing at the same time its macro- and mesostructures. The main idea in this work is to use a visualization algorithm that is adequate to mesostructure but applied to the whole object. Tessellated models are converted into geometry textures, a geometric representation for surfaces based on height maps. In rendering time, the fine-scale details are reconstructed with LOD speed-up while preserving original quality.
Type de document :
Communication dans un congrès
20th Brazilian Symposium on Computer Graphics and Image Processing - SIBGRAPI 2007, Oct 2007, Belo Horizonte, Brazil. IEEE, pp.79-86, 2007, XX Brazilian Symposium on Computer Graphics and Image Processing, 2007. SIBGRAPI 2007. 〈10.1109/SIBGRA.2007.4368171〉
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Rodrigo Toledo, Bin Wang, Bruno Lévy. Geometry Textures. 20th Brazilian Symposium on Computer Graphics and Image Processing - SIBGRAPI 2007, Oct 2007, Belo Horizonte, Brazil. IEEE, pp.79-86, 2007, XX Brazilian Symposium on Computer Graphics and Image Processing, 2007. SIBGRAPI 2007. 〈10.1109/SIBGRA.2007.4368171〉. 〈inria-00186866〉

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