dc.contributor.author | Boubekeur, Tamy | en_US |
dc.contributor.author | Schlick, Christophe | en_US |
dc.contributor.editor | Mario Botsch and Baoquan Chen and Mark Pauly and Matthias Zwicker | en_US |
dc.date.accessioned | 2014-01-29T16:38:13Z | |
dc.date.available | 2014-01-29T16:38:13Z | |
dc.date.issued | 2006 | en_US |
dc.identifier.isbn | 3-905673-32-0 | en_US |
dc.identifier.issn | 1811-7813 | en_US |
dc.identifier.uri | http://dx.doi.org/10.2312/SPBG/SPBG06/067-073 | en_US |
dc.description.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. | en_US |
dc.publisher | The Eurographics Association | en_US |
dc.title | Interactive Out-Of-Core Texturing with Point-Sampled Textures | en_US |
dc.description.seriesinformation | Symposium on Point-Based Graphics | en_US |