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dc.contributor.authorRitschel, Tobiasen_US
dc.contributor.authorBotsch, Marioen_US
dc.contributor.authorMüller, Stefanen_US
dc.contributor.editorDieter Fellner and Charles Hansenen_US
dc.date.accessioned2015-07-19T17:09:19Z
dc.date.available2015-07-19T17:09:19Z
dc.date.issued2006en_US
dc.identifier.urihttp://dx.doi.org/10.2312/egs.20061018en_US
dc.description.abstractMesh painting is a well accepted and very intuitive metaphor for adding high-resolution detail to a given 3D model: Using a brush interface, the designer simply paints fine-scale texture or geometry information onto the surface. In this paper we propose a fully GPU-accelerated mesh painting technique, which provides real-time feedback even for highly complex meshes. Our method can handle arbitrary input meshes, which are considered as base meshes for Catmull-Clark subdivision. Representing the surface by an atlas of geometry images and exploiting programmable vertex and fragment shaders allows for highly efficient LoD rendering and surface manipulation. Our painting metaphor supports real-time texturing, sculpting, smoothing, and multiresolution surface deformations.en_US
dc.publisherThe Eurographics Associationen_US
dc.titleMultiresolution GPU Mesh Paintingen_US
dc.description.seriesinformationEG Short Papersen_US
dc.description.sectionheadersSession 1 b: Rendering GPUsen_US
dc.identifier.doi10.2312/egs.20061018en_US
dc.identifier.pages17-20en_US


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