Interactive Out-Of-Core Texturing Using Point-Sampled Textures
BOUBEKEUR, Tamy
Visualization and manipulation of complex data on wireless mobile devices [IPARLA]
Laboratoire Bordelais de Recherche en Informatique [LaBRI]
Visualization and manipulation of complex data on wireless mobile devices [IPARLA]
Laboratoire Bordelais de Recherche en Informatique [LaBRI]
SCHLICK, Christophe
Visualization and manipulation of complex data on wireless mobile devices [IPARLA]
Laboratoire Bordelais de Recherche en Informatique [LaBRI]
Visualization and manipulation of complex data on wireless mobile devices [IPARLA]
Laboratoire Bordelais de Recherche en Informatique [LaBRI]
BOUBEKEUR, Tamy
Visualization and manipulation of complex data on wireless mobile devices [IPARLA]
Laboratoire Bordelais de Recherche en Informatique [LaBRI]
Visualization and manipulation of complex data on wireless mobile devices [IPARLA]
Laboratoire Bordelais de Recherche en Informatique [LaBRI]
SCHLICK, Christophe
Visualization and manipulation of complex data on wireless mobile devices [IPARLA]
Laboratoire Bordelais de Recherche en Informatique [LaBRI]
< Réduire
Visualization and manipulation of complex data on wireless mobile devices [IPARLA]
Laboratoire Bordelais de Recherche en Informatique [LaBRI]
Langue
en
Communication dans un congrès
Ce document a été publié dans
EUROGRAPHICS Symposium on Point-Based Graphics, 2006-07-30, Boston. 2006
Résumé en anglais
The visualization of huge 3D objects becomes available on common workstations thanks to highly optimized data-structures and out-of-core frameworks for rendering. However, the editing, and in particular, the texturing of ...Lire la suite >
The visualization of huge 3D objects becomes available on common workstations thanks to highly optimized data-structures and out-of-core frameworks for rendering. However, the editing, and in particular, the texturing of such objects is still a challenging task, since usual methods for optimized rendering are not easily amenable to interactive modification. In this paper, we introduce the idea of point-sampled textures, and show how to interactively texture such a huge model at various scales, without any parameterization. An adaptive in-core point-based approximated geometry is first created by employing an efficient out-of-core point-sampling algorithm. This simplified geometry is then used for an interactive and multi-scale point-based texturing. Finally, a feature-preserving kernel is used to convert the point-based model into a global 3D texture which can be applied back on the initial huge geometry. Our technique thus provides a flexible tool to generate, edit and apply size-independent textures to a wide range of huge 3D objects thanks to point-based methods.< Réduire
Mots clés en anglais
out-of-core texturing
interactive editing
large models
point-based graphics
Origine
Importé de halUnités de recherche