High Performance Interactive Painting On The GPU
Abstract
This paper addresses the problem of mapping between two different texture coordinate setups for one single mesh. We exploit the advantages of the render pipeline on the GPU to obtain interactive texture painting on an already textured mesh. The approach combines projection mapping with a render-to-texture technique in order to bake additional layers of texture or detail into a given texture. The benefit of our approach is high performance and complete independence of complexity of the object and the parametrization.
BibTeX
@inproceedings {10.2312:EG2011:posters:023-024,
booktitle = {Eurographics 2011 - Posters},
editor = {R. Laramee and I. S. Lim},
title = {{High Performance Interactive Painting On The GPU}},
author = {Großer, M. and Wacker, M.},
year = {2011},
publisher = {The Eurographics Association},
ISSN = {1017-4656},
DOI = {10.2312/EG2011/posters/023-024}
}
booktitle = {Eurographics 2011 - Posters},
editor = {R. Laramee and I. S. Lim},
title = {{High Performance Interactive Painting On The GPU}},
author = {Großer, M. and Wacker, M.},
year = {2011},
publisher = {The Eurographics Association},
ISSN = {1017-4656},
DOI = {10.2312/EG2011/posters/023-024}
}