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dc.contributor.authorRay, Nicolasen_US
dc.contributor.authorNivoliers, Vincenten_US
dc.contributor.authorLefebvre, Sylvainen_US
dc.contributor.authorLevy, Brunoen_US
dc.date.accessioned2015-02-23T16:58:33Z
dc.date.available2015-02-23T16:58:33Z
dc.date.issued2010en_US
dc.identifier.issn1467-8659en_US
dc.identifier.urihttp://dx.doi.org/10.1111/j.1467-8659.2010.01746.xen_US
dc.description.abstractSurface materials are commonly described by attributes stored in textures (for instance, color, normal, or displacement). Interpolation during texture lookup provides a continuous value field everywhere on the surface, except at the chart boundaries where visible discontinuities appear. We propose a solution to make these seams invisible, while still outputting a standard texture atlas. Our method relies on recent advances in quad remeshing using global parameterization to produce a set of texture coordinates aligning texel grids across chart boundaries. This property makes it possible to ensure that the interpolated value fields on both sides of a chart boundary precisely match, making all seams invisible. However, this requirement on the uv coordinates needs to be complemented by a set of constraints on the colors stored in the texels. We propose an algorithm solving for all the necessary constraints between texel values, including through different magnification modes (nearest, bilinear, biquadratic and bicubic), and across facets using different texture resolutions. In the typical case of bilinear magnification and uniform resolution, none of the texels appearing on the surface are constrained. Our approach also ensures perfect continuity across several MIP-mapping levels.en_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titleInvisible Seamsen_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume29en_US
dc.description.number4en_US
dc.identifier.doi10.1111/j.1467-8659.2010.01746.xen_US
dc.identifier.pages1489-1496en_US


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