GPU Texture Level of Abstraction in 3D Scenes
Abstract
We present a method to dynamically control the texture level of abstraction in 3D scene. Level of abstraction consists in visualizing the necessary and sufficient information in an image. Texture generation is generally realized by a designer in a high resolutions with a low level of abstraction. Our model provides automatically texture level of abstraction through offline and online segmentation and lets the designer define the number of colors in the object texture.
BibTeX
@inproceedings {10.2312:conf:EG2012:posters:029-030,
booktitle = {Eurographics 2012 - Posters},
editor = {Andrea Fusiello and Michael Wimmer},
title = {{GPU Texture Level of Abstraction in 3D Scenes}},
author = {Suarez, Jordane and Belhadj, Farès and Boyer, Vincent},
year = {2012},
publisher = {The Eurographics Association},
ISSN = {1017-4656},
DOI = {10.2312/conf/EG2012/posters/029-030}
}
booktitle = {Eurographics 2012 - Posters},
editor = {Andrea Fusiello and Michael Wimmer},
title = {{GPU Texture Level of Abstraction in 3D Scenes}},
author = {Suarez, Jordane and Belhadj, Farès and Boyer, Vincent},
year = {2012},
publisher = {The Eurographics Association},
ISSN = {1017-4656},
DOI = {10.2312/conf/EG2012/posters/029-030}
}