Geometry Textures

  • Authors:
  • Rodrigo de Toledo;Bin Wang;Bruno Levy

  • Affiliations:
  • Tecgraf-PUC-Rio, Brazil;Tsinghua University, China;INRIA, France

  • Venue:
  • SIBGRAPI '07 Proceedings of the XX Brazilian Symposium on Computer Graphics and Image Processing
  • Year:
  • 2007

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Abstract

In highly tessellated models, triangles are very small compared to the entire object, representing at the same time its macro- and mesostructures. The main idea in this work is to use a visualization algorithm that is adequate to mesostructure but applied to the whole object. Tessellated models are converted into geometry textures, a geometric representation for surfaces based on height maps. In rendering time, the fine-scale details are reconstructed with LOD speed-up while preserving original quality.