Conversion of point-sampled models to textured meshes

Conversion of point-sampled models to textured meshes
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将点采样模型转换为纹理网格

DOI:
10.2312/spbg/spbg05/119-124
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发表时间:
2005
期刊:
Proceedings Eurographics/IEEE VGTC Symposium Point-Based Graphics, 2005.
影响因子:
--
通讯作者:
M. Gross
M. Gross
中科院分区:
--
文献类型:
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作者:
M. Wicke;S. Olibet;M. Gross

文献摘要

被引文献

相似文献

我们提出了一个算法来转换点采样对象的纹理网格。输出网格携带输入模型中存在的几何信息,而关于颜色和其他表面属性的信息被分离并存储在纹理中。对点云进行三角剖分和抽取,使其充分表示对象几何形状。使用EWA溅射,我们计算网格中所有三角形的纹理补丁。在迭代过程中,纹理补丁的大小被自适应地选择,使得纹理信息在转换期间被保留。EWA溅射的纹理过滤功能确保不会发生纹理混叠。最后,纹理补丁被编译成一个纹理图集。除了颜色之外,其他曲面属性也可以类似地处理。可以计算法线贴图,以便在保持高视觉质量的同时进一步简化输出网格。
We present an algorithm to convert point-sampled objects to textured meshes. The output mesh carries the geometric information present in the input model, while information about color and other surface attributes is separated and stored in textures. The point cloud is triangulated and decimated so it adequately represents the object geometry. Using EWA splatting, we compute textures patches for all triangles in the mesh. In an iterative process, the size of the texture patches is chosen adaptively such that texture information is preserved during the conversion. The texture filtering capabilities of EWA splatting ensure that no texture aliasing occurs. Finally, the texture patches are compiled into a texture atlas. Aside from colors, other surface attributes can be treated similarly. Normal maps can be computed to allow for further simplification of the output mesh while maintaining high visual quality.