Environment mapping and other applications of world projections
IEEE Computer Graphics and Applications
Solid texturing of complex surfaces
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
SIGGRAPH '85 Proceedings of the 12th annual conference on Computer graphics and interactive techniques
Meshed atlases for real-time procedural solid texturing
ACM Transactions on Graphics (TOG)
Proceedings of the conference on Visualization '01
Geometric surface smoothing via anisotropic diffusion of normals
Proceedings of the conference on Visualization '02
Graphical Models - Volume modeling
GRIN'01 No description on Graphics interface 2001
SIGGRAPH '84 Proceedings of the 11th annual conference on Computer graphics and interactive techniques
Demosaicing of Colour Images Using Pixel Level Data-Dependent Triangulation
TPCG '03 Proceedings of the Theory and Practice of Computer Graphics 2003
Removing excess topology from isosurfaces
ACM Transactions on Graphics (TOG)
ACM SIGGRAPH Computer Graphics
Volumetric illustration: designing 3D models with internal textures
ACM SIGGRAPH 2004 Papers
Generating Sub-Resolution Detail in Images and Volumes Using Constrained Texture Synthesis
VIS '04 Proceedings of the conference on Visualization '04
Spatial and Temporal Splitting of Scalar Fields in Volume Graphics
VV '04 Proceedings of the 2004 IEEE Symposium on Volume Visualization and Graphics
A Novel Interface for Higher-Dimensional Classification of Volume Data
Proceedings of the 14th IEEE Visualization 2003 (VIS'03)
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We present an approach to texture mapping volume datasets based on multiple semantic constraints. The approach is based on continuous space mappings to ensure good image quality. It requires only one intervention by the user, to determine key points where the texture must match an intermediate image of the original data. This can also be used to avoid the problem of texture being smeared over too large an area. The method uses three passes. In the first pass the texture is warped to an intermediate surface which is itself a projection of the volume object. This is used to ensure that the texture correctly aligns with user-supplied key points of the object. The use of key points to pin the texture in place ensures that the volume object can be animated. When rendering the object two further passes are used, first inversely mapping each point being rendered to a plenoptic surface and then inversely mapping to the intermediate surface. This three-part aspect additionally allows the texture image to be independent of the volume data. A data-dependent triangulation method is used to retain edge quality in texture images. We demonstrate an extension to 2.5D textures, extruded through the volume, using an approach consistent with 2D texture. This supports interactive sculpting of the volume model. Our overall goal is animated characters using textured volume data.