Geometric computing and uniform grid technique
Computer-Aided Design
Modeling and rendering architecture from photographs: a hybrid geometry- and image-based approach
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Fitting smooth surfaces to dense polygon meshes
SIGGRAPH '96 Proceedings of the 23rd annual conference on Computer graphics and interactive techniques
Appearance-preserving simplification
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
A general method for preserving attribute values on simplified meshes
Proceedings of the conference on Visualization '98
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
ACM Transactions on Graphics (TOG)
Visibility-guided simplification
Proceedings of the conference on Visualization '02
High-Quality Texture Reconstruction from Multiple Scans
IEEE Transactions on Visualization and Computer Graphics
Mesh resolution augmentation using 3D skin bank
Computer-Aided Design
Appearance preserving octree-textures
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
IGT: inverse geometric textures
ACM SIGGRAPH Asia 2008 papers
Multiscale acquisition and presentation of very large artifacts: The case of portalada
Journal on Computing and Cultural Heritage (JOCCH)
Recovering geometric detail by octree normal maps
Transactions on Edutainment VII
Rapid visualization of large point-based surfaces
VAST'05 Proceedings of the 6th International conference on Virtual Reality, Archaeology and Intelligent Cultural Heritage
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In this paper we propose a new method for the creation of normal maps for recovering the detail on simplified meshes and a set of objective techniques to metrically evaluate the quality of different recovering techniques. The proposed techniques, that automatically produces a normal-map texture for a simple 3D model that "imitates" the high frequency detail originally present in a second, much higher resolution one, is based on the computation of per-texel visibility and self-occlusion information. This information is used to define a point-to-point correspondence between simplified and hires meshes. Moreover, we introduce a number of criteria for measuring the quality (visual or otherwise) of a given mapping method, and provide efficient algorithms to implement them. Lastly, we apply them to rate different mapping methods, including the widely used ones and the new one proposed here.