Piecewise surface flattening for non-distorted texture mapping
Proceedings of the 18th annual conference on Computer graphics and interactive techniques
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Non-distorted texture mapping for sheared triangulated meshes
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Seamless texture mapping of subdivision surfaces by model pelting and texture blending
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Adaptive unwrapping for interactive texture painting
I3D '01 Proceedings of the 2001 symposium on Interactive 3D graphics
Uniform frequency images: adding geometry to images to produce space-efficient textures
Proceedings of the conference on Visualization '00
Texture mapping progressive meshes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Constrained texture mapping for polygonal meshes
Proceedings of the 28th annual conference on Computer graphics and interactive techniques
Meshed atlases for real-time procedural solid texturing
ACM Transactions on Graphics (TOG)
Least squares conformal maps for automatic texture atlas generation
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Painting and rendering textures on unparameterized models
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Signal-specialized parametrization
EGRW '02 Proceedings of the 13th Eurographics workshop on Rendering
Seamster: inconspicuous low-distortion texture seam layout
Proceedings of the conference on Visualization '02
Conformal Surface Parameterization for Texture Mapping
IEEE Transactions on Visualization and Computer Graphics
Computer Aided Geometric Design
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
Modeling the interaction of light between diffuse surfaces
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Matchmaker: constructing constrained texture maps
ACM SIGGRAPH 2003 Papers
ACM SIGGRAPH 2004 Papers
ACM SIGGRAPH 2004 Papers
Feature-based surface parameterization and texture mapping
ACM Transactions on Graphics (TOG)
Texture sprites: texture elements splatted on surfaces
Proceedings of the 2005 symposium on Interactive 3D graphics and games
Proceedings of the 2004 Eurographics/ACM SIGGRAPH symposium on Geometry processing
Glift: Generic, efficient, random-access GPU data structures
ACM Transactions on Graphics (TOG)
ACM SIGGRAPH 2006 Papers
Periodic global parameterization
ACM Transactions on Graphics (TOG)
Octree textures on graphics hardware
SIGGRAPH '05 ACM SIGGRAPH 2005 Sketches
Proceedings of the 2007 symposium on Interactive 3D graphics and games
Rectangular multi-chart geometry images
SGP '06 Proceedings of the fourth Eurographics symposium on Geometry processing
Mesh parameterization methods and their applications
Foundations and Trends® in Computer Graphics and Vision
Ptex: per-face texture mapping for production rendering
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
SMI 2011: Full Paper: Displaced subdivision surfaces of animated meshes
Computers and Graphics
Multiresolution attributes for tessellated meshes
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Technical section: Memory efficient light baking
Computers and Graphics
Computer Graphics Forum
Parameterization-Aware MIP-Mapping
Computer Graphics Forum
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Improving the Parameterization of Approximate Subdivision Surfaces
Computer Graphics Forum
Proceedings of the 28th Spring Conference on Computer Graphics
Analytic displacement mapping using hardware tessellation
ACM Transactions on Graphics (TOG)
Real-time local displacement using dynamic GPU memory management
Proceedings of the 5th High-Performance Graphics Conference
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The coloring of 3D models using 2D or 3D texture mapping has well-known intrinsic problems, such as mapping discontinuities and limitations to model editing after coloring. Workarounds for these problems often require adopting very complex approaches. Here we propose a new technique, called mesh colors, for associating color data directly with a polygonal mesh. The approach eliminates problems deriving from using a map from texture space to model space. Mesh colors is an extension of vertex colors where, in addition to keeping color values on each vertex, they are also kept on edges and faces. Like texture mapping, the approach allows higher texture resolution than model resolution, but at the same time it guarantees one-to-one correspondence between the model surface and the color data, and eliminates discontinuities. We show that mesh colors integrate well with the current graphics pipeline and can be used to generate very high-quality textures.