30 January 2006 Texturing of continuous LOD meshes with the hierarchical texture atlas
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Abstract
For the rendering of detailed virtual environments, trade-offs have to be made between image quality and rendering time. An immersive experience of virtual reality always demands high frame-rates with the best reachable image qual-ity. Continuous Level of Detail (cLoD) triangle-meshes provide an continuous spectrum of detail for a triangle mesh that can be used to create view-dependent approximations of the environment in real-time. This enables the rendering with a constant number of triangles and thus with constant frame-rates. Normally the construction of such cLoD mesh representations leads to the loss of all texture information of the original mesh. To overcome this problem, a parameter domain can be created, in order to map the surface properties (colour, texture, normal) to it. This parameter domain can be used to map the surface properties back to arbitrary approximations of the original mesh. The parameter domain is often a simplified version of the mesh to be parameterised. This limits the reachable simplification to the domain mesh which has to map the surface of the original mesh with the least possible stretch. In this paper, a hierarchical domain mesh is presented, that scales between very coarse domain meshes and good property-mapping.
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Hermann Birkholz, Hermann Birkholz, } "Texturing of continuous LOD meshes with the hierarchical texture atlas", Proc. SPIE 6055, Stereoscopic Displays and Virtual Reality Systems XIII, 60551N (30 January 2006); doi: 10.1117/12.642063; https://doi.org/10.1117/12.642063
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