a) (b) (c)Figure 1: Inspired by the pâte-de-verre techniques of glass sculpting, the whale's-tail vase is modeled by scaling the tail and placing it onto a glass "bead." The geometry of the tail and bead is textured around the base, and the whale's tail is used for the cap of the vessel. The full vase is shown in (a), a zoomed image in (b), and the wireframe detail of the model in (c). AbstractA shell map is a bijective mapping between shell space and texture space that can be used to generate small-scale features on surfaces using a variety of modeling techniques. The method is based upon the generation of an offset surface and the construction of a tetrahedral mesh that fills the space between the base surface and its offset. By identifying a corresponding tetrahedral mesh in texture space, the shell map can be implemented through a straightforward barycentriccoordinate map between corresponding tetrahedra. The generality of shell maps allows texture space to contain geometric objects, procedural volume textures, scalar fields, or other shell-mapped objects.
a) (b) (c)Figure 1: Inspired by the pâte-de-verre techniques of glass sculpting, the whale's-tail vase is modeled by scaling the tail and placing it onto a glass "bead." The geometry of the tail and bead is textured around the base, and the whale's tail is used for the cap of the vessel. The full vase is shown in (a), a zoomed image in (b), and the wireframe detail of the model in (c). AbstractA shell map is a bijective mapping between shell space and texture space that can be used to generate small-scale features on surfaces using a variety of modeling techniques. The method is based upon the generation of an offset surface and the construction of a tetrahedral mesh that fills the space between the base surface and its offset. By identifying a corresponding tetrahedral mesh in texture space, the shell map can be implemented through a straightforward barycentriccoordinate map between corresponding tetrahedra. The generality of shell maps allows texture space to contain geometric objects, procedural volume textures, scalar fields, or other shell-mapped objects.
We present techniques for warping and blending (or subtracting) geometric textures onto surfaces represented by high resolution level sets. The geometric texture itself can be represented either explicitly as a polygonal mesh or implicitly as a level set. Unlike previous approaches, we can produce topologically connected surfaces with smooth blending and low distortion. Specifically, we offer two different solutions to the problem of adding fine-scale geometric detail to surfaces. Both solutions assume a level set representation of the base surface which is easily achieved by means of a mesh-to-level-set scan conversion. To facilitate our mapping, we parameterize the embedding space of the base level set surface using fast particle advection. We can then warp explicit texture meshes onto this surface at nearly interactive speeds or blend level set representations of the texture to produce high-quality surfaces with smooth transitions.
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