Interactive Out-Of-Core Texturing
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]
< Leer menos
Visualization and manipulation of complex data on wireless mobile devices [IPARLA]
Laboratoire Bordelais de Recherche en Informatique [LaBRI]
Idioma
en
Communication dans un congrès
Este ítem está publicado en
ACM SIGGRAPH Sketch Program, 2008-07-31, Boston. 2006
Resumen en inglés
Interactive rendering of huge objects becomes available on common workstations thanks to highly optimized data-structures and out-of-core frameworks for rendering. However, interactive editing, and in particular interactive ...Leer más >
Interactive rendering of huge objects becomes available on common workstations thanks to highly optimized data-structures and out-of-core frameworks for rendering. However, interactive editing, and in particular interactive texturing of such objects, is still a challenging task, since the dynamic information added during this editing step would break any highly-optimized data-structures, such as GPU vertex buffers or specific out-of-core representations of huge objects. We propose Point-Sampled Textures (PST) for interactive texturing of large models at various scales without requiring 2D parameterization (complex and expensive for large models). This framework allows the user to interactively set any appearance property of the original object, from per-sample color to complex BRDFs.< Leer menos
Orígen
Importado de HalCentros de investigación