Interactive Out-Of-Core Texturing with Point-Sampled Textures
Abstract
The visualization of huge 3D objects becomes available on common workstations thanks to highly optimized data-structures and out-of-core frameworks for rendering. However, the editing, and in particular, the texturing of such objects is still a challenging task, since usual methods for optimized rendering are not easily amenable to interactive modification. In this paper, we introduce the idea of point-sampled textures, and show how to interactively texture such a huge model at various scales, without any parameterization. An adaptive in-core point-based approximated geometry is first created by employing an efficient out-of-core point-sampling algorithm. This simplified geometry is then used for an interactive and multi-scale point-based texturing. Finally, a feature-preserving kernel is used to convert the point-based model into a global 3D texture which can be applied back on the initial huge geometry. Our technique thus provides a flexible tool to generate, edit and apply size-independent textures to a wide range of huge 3D objects thanks to point-based methods.
BibTeX
@inproceedings {10.2312:SPBG:SPBG06:067-073,
booktitle = {Symposium on Point-Based Graphics},
editor = {Mario Botsch and Baoquan Chen and Mark Pauly and Matthias Zwicker},
title = {{Interactive Out-Of-Core Texturing with Point-Sampled Textures}},
author = {Boubekeur, Tamy and Schlick, Christophe},
year = {2006},
publisher = {The Eurographics Association},
ISSN = {1811-7813},
ISBN = {3-905673-32-0},
DOI = {10.2312/SPBG/SPBG06/067-073}
}
booktitle = {Symposium on Point-Based Graphics},
editor = {Mario Botsch and Baoquan Chen and Mark Pauly and Matthias Zwicker},
title = {{Interactive Out-Of-Core Texturing with Point-Sampled Textures}},
author = {Boubekeur, Tamy and Schlick, Christophe},
year = {2006},
publisher = {The Eurographics Association},
ISSN = {1811-7813},
ISBN = {3-905673-32-0},
DOI = {10.2312/SPBG/SPBG06/067-073}
}