2010
DOI: 10.1145/1731047.1731049
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Feature-preserving triangular geometry images for level-of-detail representation of static and skinned meshes

Abstract: Geometry images resample meshes to represent them as texture for efficient GPU processing by forcing a regular parameterization that often incurs a large amount of distortion. Previous approaches broke the geometry image into multiple rectangular or irregular charts to reduce distortion, but complicated the automatic level of detail one gets from MIP-maps of the geometry image. We introduce triangular-chart geometry images and show this new approach better supports the GPU-side representation and dis… Show more

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Cited by 18 publications
(19 citation statements)
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“…Texture space has been found to be useful in several areas in computer graphics such as global illumination ( [Thiedemann et al 2011]) and geometry images ( [Gu et al 2002;Feng et al 2010]), its associated dense space avoids size dependency and topology issues common in vertex representations. In addition, in the case of facial modeling, it has been shown ( [Beier and Neely 1992;Blanz and Vetter 1999]) that using a param- eterized space is author friendly, reduces modeling time required and complexity.…”
Section: Discussionmentioning
confidence: 99%
“…Texture space has been found to be useful in several areas in computer graphics such as global illumination ( [Thiedemann et al 2011]) and geometry images ( [Gu et al 2002;Feng et al 2010]), its associated dense space avoids size dependency and topology issues common in vertex representations. In addition, in the case of facial modeling, it has been shown ( [Beier and Neely 1992;Blanz and Vetter 1999]) that using a param- eterized space is author friendly, reduces modeling time required and complexity.…”
Section: Discussionmentioning
confidence: 99%
“…Yao and Lee [9] decompose a mesh into square GIM charts with different resolutions, each of which is adaptively determined by a local reconstruction error. Feng et al [10] propose geometry images for generating triangular patches based on a curvilinear feature. The feature preserves salient features and supports GPU-based LOD representation of meshes.…”
Section: Related Workmentioning
confidence: 99%
“…Hu et al [8] proposed a parallel algorithm for view-dependent LOD rendering. Feng et al [3] presented a parallel LOD approach for skinned meshes using geometry images. Peng et al [13] presented a method of parallel progressive LOD for rendering massive and complex models interactively.…”
Section: Gpu Computing For Mesh Simplificationmentioning
confidence: 99%
“…, t n } is n triangles. t i is a triple of index pairs, denoted as t i = {(vdx 1 , udx 1 ), (vdx 2 , udx 2 ), (vdx 3 , udx 3 )}, where vdx j (j ∈ [1,3]) is a vertex index in the range of [1, m], and udx j (j ∈ [1,3]) is a texture coordinate index in the range of [1, r].…”
Section: Mesh Simplification By Perserving Texture Appearancementioning
confidence: 99%
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