SIGGRAPH '93 Proceedings of the 20th 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
A subdivision algorithm for computer display of curved surfaces.
A subdivision algorithm for computer display of curved surfaces.
ACM SIGGRAPH 2004 Papers
ACM SIGGRAPH 2004 Papers
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
Rectangular multi-chart geometry images
SGP '06 Proceedings of the fourth Eurographics symposium on Geometry processing
Appearance preserving octree-textures
Proceedings of the 5th international conference on Computer graphics and interactive techniques in Australia and Southeast Asia
GigaVoxels: ray-guided streaming for efficient and detailed voxel rendering
Proceedings of the 2009 symposium on Interactive 3D graphics and games
Continuity mapping for multi-chart textures
ACM SIGGRAPH Asia 2009 papers
ACM Transactions on Graphics (TOG)
Recovering geometric detail by octree normal maps
Transactions on Edutainment VII
Rasterized Bounding Volume Hierarchies
Computer Graphics Forum
Ptex: per-face texture mapping for production rendering
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
EGSR'08 Proceedings of the Nineteenth Eurographics conference on Rendering
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Proceedings of the 28th Spring Conference on Computer Graphics
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Texture mapping with atlases suffer from several drawbacks: Wasted memory, seams, uniform resolution and no support of implicit surfaces. Texture mapping in a volume solves most of these issues, but unfortunately it induces an important space and time overhead. To address this problem, we introduce the TileTree: A novel data structure for texture mapping surfaces. TileTrees store square texture tiles into the leaves of an octree surrounding the surface. At rendering time the surface is projected onto the tiles, and the color is retrieved by a simple 2D texture fetch into a tile map. This avoids the difficulties of global planar parameterizations while still mapping large pieces of surface to regular 2D textures. Our method is simple to implement, does not require long pre-processing time, nor any modification of the textured geometry. It is not limited to triangle meshes. The resulting texture has little distortion and is seamlessly interpolated over smooth surfaces. Our method natively supports adaptive resolution. We show that TileTrees are more compact than other volume approaches, while providing fast access to the data. We also describe an interactive painting application, enabling to create, edit and render objects without having to convert between texture representations.