mesh color cem yuksel john keyser donald h. house texas a&m university siggraph 2010 2010/12/06...
TRANSCRIPT
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Mesh ColorCem Yuksel John Keyser Donald H. House
Texas A&M University
SIGGRAPH 2010
2010/12/06 Xiang
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Outline
1. Introduction2. Mesh Color Structure3. Mesh Color Properties4. Filtering5. Experimental Result6. Disscusion7. Conclusion8. Reference
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1. Introduction
2D texture
3D texture
TextureMapping
Some problem & Some challenge
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Texture Mapping Challenge
• 2D texture− Seams− No local texture detail adjustment− Very sensitive to model topology
• 3D texture− Challenge to One-to-one mapping− Sharp and thin edge requires high textue resolution to
avoid color bleeding− Slightest change in the textured 3D model may require to
regenerate map− Big memory requirement
Color bleeding
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Mesh Color Structure
Number of color samples per vertex = 1Number of color samples per edge =
Number of color samples per face =
With different resolution, Add color samples on triangle.
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Mesh Color Properties No mapping No discontinuities (no seams) Guaranteed one-to-one correspondence Correct MIP-map filtering Local resolution adjustment Permits model editing and subdivision Compatible with current graphics pipeline
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Mesh Color Structure
The 3D surface position of any color sample can be computed using barycentric coordinates based on the index of the color sample.
[1,0,0]
[0,1,0] [0,0,1]
The barycentric coordinate of Color Sample Cij
Like standard map, mesh colors can be usable in the current graphics pipeline.
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Mesh Color Structure
• Colors are shared along edges - Guaranteed continuity
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Mesh Color Structure
• Color sample density can be concentrated on areas with hight detail - achieving maximum texture detail with minimal memory consumption
Non-uniform Face Resolution
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Mesh Color Structure
• Color sample density can be concentrated on areas with hight detail - achieving maximum texture detail with minimal memory consumption
Non-uniform Face Resolution Shared Edge
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Editting Mesh Color Geometry
• Mesh colors can easily support most other mesh editing operations without the need for resampling.
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Other Mesh
• Quad Mesh can use bilinear coordinates.
triangulate the polygonposition sample use bilinear interpolation
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How to project to screen pixel?
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Nearest Filtering
Find the nearest triangle, and use the barycentric coordinates to interpolate the color of the red point.
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Nearest Filtering
Interpolation with weight from the points of the triangle
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Nearest Filtering
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Linear Filtering
• Staircase artifacts of nearest-filtering can be hidden by linear filtering.
Nearest filtering Linear filtering
blending
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Mip-map FilteringMIP-map filtering
R=8 R=4 R=2 R=1
Face & Edge Vertex
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FilteringStaircase artifact
Under sampling artifact
blurring
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Filtering
• Correct Filtering - Mesh Colors result is the same as 2D Texture
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Experiment Result
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Experiment Result
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Experiment Result
Memory Efficient
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Experiment Result
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Performance
Fast
under Hardware support
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Discussion
• Periodic texture tiling is not supported.• If discontinuities is desired, mesh color can’t
support.• Non-equal edge – result isn’t good
Use polygon meshUse subdivide Non-equal edge
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Conclusion
1. Easy to use2. Easy to implement3. High quality4. High performance5. Mesh Colors are ideally suited for
– 3D painting– Storing precomputed data
• Ambient occlusion
6. Mesh Colors provide a solution to the fundamental problems of texture mapping.
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Reference
• [1] L´E VY, B., AND MALLET, J.-L. 1998. Non-distorted texture mapping for sheared triangulated meshes. In Proceedings of SIGGRAPH’98, 343–352.
• [2] BENNIS, C., V´EZIEN, J.-M., AND IGL´ESIAS, G. 1991. Piecewise surface flattening for non-distorted texture mapping. Proc. SIGGRAPH ’91, ACM SIGGRAPH Comp. Graph. 25, 4, 237–246.