ACM SIGGRAPH 2015 Talks 2015
DOI: 10.1145/2775280.2792537
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Feature-based texture stretch compensation for 3D meshes

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Cited by 2 publications
(3 citation statements)
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“…They rely on a geometric optimization process which reaches interactive frame-rate. A similar technique is used offline by Grabli et al [18] These methods rely on real-time simulation or optimization, which requires to solve a global equation at each time step. While this is appropriate for interactive applications on medium-size data, it remains time consuming for highresolution textures, and it is complex to integrate in the graphics pipeline.…”
Section: Texture Warping For Dynamic Deformationsmentioning
confidence: 99%
“…They rely on a geometric optimization process which reaches interactive frame-rate. A similar technique is used offline by Grabli et al [18] These methods rely on real-time simulation or optimization, which requires to solve a global equation at each time step. While this is appropriate for interactive applications on medium-size data, it remains time consuming for highresolution textures, and it is complex to integrate in the graphics pipeline.…”
Section: Texture Warping For Dynamic Deformationsmentioning
confidence: 99%
“…Grabli et al [7] re-parameterise UV charts driven by a feature map so that rigid features undergo a rigid transformation at a deformed frame, distributing the distortion to non-rigid areas using a technique based on Feature Aware Texturing by Gal et al [6]. The technique can handle challenging cases and high-resolution textures, but is slow and therefore aimed towards production workflows.…”
Section: Related Workmentioning
confidence: 99%
“…While physical simulations may be employed to approximate this behavior, these are typically not appropriate for real-time animation and interactive editing and can be impractically slow for very detailed mesostructure. Even in production workflows where quality is prioritised over performance, this is still a difficult and relevant problem ( [4,7]) .Therefore, to reduce this type of distortion, either the parameterisation needs to be regenerated, or additional detail maps must be authored for key poses, or the mesh needs to be carefully edited so that deformation does not cause rigid texture areas to deform.…”
Section: Introductionmentioning
confidence: 99%