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| This project has won the Gunter Enderle Award
(click to see the award) for best technical paper delivered at Eurographics
2002, in Saarbrucken (Germany), September 2002. |
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Texture
mapping is a common operation to increase the realism of three-dimensional
meshes at low cost. We propose a new texture optimization algorithm based
on the reduction of the physical space allotted to the texture image. Our
algorithm optimizes the use of texture space by computing a warping function
for the image and new texture coordinates. Neither the mesh geometry nor
its connectivity are modified by the optimization. Our method uniformly
distributes frequency content of the image in the spatial domain.
In other words, the image is stretched in high frequency areas, whereas
low frequency regions are shrunk. We also take into account distortions
introduced by the mapping onto the model geometry in this process. |
The
resulting image can be resampled at lower rate while preserving its original
details. The unwarping is performed by the texture mapping function. Hence,
the space-optimized texture is stored as-is in texture memory and is fully
supported by current graphics hardware. We present several examples showing
that our method significantly decreases texture memory usage without noticeable
loss in visual quality.
Extension
We
recently extended our warping technique [Vis2002]
to intensity function defined on the cube, e.g. volume dataset. We use
our method to perform automatic adaptive isosurface extraction without
the use of any hierarchical datastructure such as octrees, etc. An isosurface
is extracted from a warped volume, then the resulting set of vertices is
unwarped such that the surface is rescaled to its initial proportions. |
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