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dc.contributor.authorBoubekeur, Tamyen_US
dc.contributor.authorSchlick, Christopheen_US
dc.contributor.editorMario Botsch and Baoquan Chen and Mark Pauly and Matthias Zwickeren_US
dc.date.accessioned2014-01-29T16:38:13Z
dc.date.available2014-01-29T16:38:13Z
dc.date.issued2006en_US
dc.identifier.isbn3-905673-32-0en_US
dc.identifier.issn1811-7813en_US
dc.identifier.urihttp://dx.doi.org/10.2312/SPBG/SPBG06/067-073en_US
dc.description.abstractThe 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.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleInteractive Out-Of-Core Texturing with Point-Sampled Texturesen_US
dc.description.seriesinformationSymposium on Point-Based Graphicsen_US


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