scholarly journals An Optimized Sub-texture Mapping Technique for an Arbitrary Texture Considering Topology Relations

Author(s):  
Sangyong Lee ◽  
Cheonshik Kim ◽  
Seongah Chin
2018 ◽  
Vol 8 (11) ◽  
pp. 2228 ◽  
Author(s):  
Jiing-Yih Lai ◽  
Tsung-Chien Wu ◽  
Watchama Phothong ◽  
Douglas Wang ◽  
Chao-Yaug Liao ◽  
...  

We proposed a texture mapping technique that comprises mesh partitioning, mesh parameterization and packing, texture transferring, and texture correction and optimization for generating a high-quality texture map of a three-dimensional (3D) model for applications in e-commerce presentations. The main problems in texture mapping are that the texture resolution is generally worse than in the original images and considerable photo inconsistency exists at the transition of different image sources. To improve the texture resolution, we employed an oriented boundary box method for placing mesh islands on the parametric (UV) map. We also provided a texture size that can keep the texture resolution of the 3D textured model similar to that of the object images. To improve the photo inconsistency problem, we employed a method to detect and overcome the missing color that might exist on a texture map. We also proposed a blending process to minimize the transition error caused by different image sources. Thus, a high-quality 3D textured model can be obtained by applying this series of processes for presentations in e-commerce.


2011 ◽  
Vol 474-476 ◽  
pp. 511-516 ◽  
Author(s):  
Zhi Yong Bai ◽  
Xin Yuan Huang

Plum Blossom as the Chinese traditional flowers may be unique all over the world and has the first right of access to international registry of flower. In this paper, the SpeedTree softwareSDK is used to create a large plum tree forest with the graphics texture mapping technique, and the plum tree image maps express the geometric model of the surface material, which constitutes a visual image of the graphic objects. It is significant for non-destructive study of plum and virtual garden.


2003 ◽  
Vol 03 (04) ◽  
pp. 567-587 ◽  
Author(s):  
Ryo Haraguchi ◽  
Naozo Sugimoto ◽  
Shigeru Eiho ◽  
Yoshio Ishida

This paper deals with a new method of three dimensional reconstruction of coronary arteries, by using the texture-mapping technique on a myocardial nuclear image. The bi-plane CAG images are texture-mapped onto a LV surface model which is pre-determined on a nuclear 3D image. By maximizing a matching degree between two mapped CAG images, registration between CAG and nuclear image is performed automatically. By taking only true images from the mapped CAG images, we can obtain 3D reconstructed coronary image on the LV surface model. This method has the great advantage that it is not necessary to extract the feature points, nor is there a need to identify the correspondence. The obtained images give us a clear understanding of the relation between the coronary artery and the function of the myocardium.


2010 ◽  
Vol 171-172 ◽  
pp. 98-103
Author(s):  
Dong Wei ◽  
Xian Feng Wei

Texture mapping technique is realized by texture filtering. Mipmap mapping technique use square filter to pre-filter the texture. Generally the image of it’s pixel on the screen is anisotropy, the method of use square as the filter is error to some extent, and the error make the projection not accurate. In this study, Mipmap texture mapping technology-based analysis of the principles and methods of pre-filtering, texture mapping for some systems require a higher accuracy, a former post as the rectangular quad division method, and the method in theory is discussed.


Displays ◽  
2003 ◽  
Vol 24 (4-5) ◽  
pp. 179-186 ◽  
Author(s):  
P. Wang ◽  
M.M. Zhang ◽  
J.H. Xin ◽  
Z.G. Pan ◽  
H.L. Shen

2021 ◽  
Vol 12 (4) ◽  
pp. 39-61
Author(s):  
Adnane Ouazzani Chahdi ◽  
◽  
Anouar Ragragui ◽  
Akram Halli ◽  
Khalid Satori ◽  
...  

Per-pixel displacement mapping is a texture mapping technique that adds the microrelief effect to 3D surfaces without increasing the density of their corresponding meshes. This technique relies on ray tracing algorithms to find the intersection point between the viewing ray and the microrelief stored in a 2D texture called a depth map. This intersection makes it possible to deter- mine the corresponding pixel to produce an illusion of surface displacement instead of a real one. Cone tracing is one of the per-pixel displacement map- ping techniques for real-time rendering that relies on the encoding of the empty space around each pixel of the depth map. During the preprocessing stage, this space is encoded in the form of top-opened cones and then stored in a 2D texture, and during the rendering stage, it is used to converge more quickly to the intersection point. Cone tracing technique produces satisfacto- ry results in the case of flat surfaces, but when it comes to curved surfaces, it does not support the silhouette at the edges of the 3D mesh, that is to say, the relief merges with the surface of the object, and in this case, it will not be rendered correctly. To overcome this limitation, we have presented two new cone tracing algorithms that allow taking into consideration the curvature of the 3D surface to determine the fragments belonging to the silhouette. These two algorithms are based on a quadratic approximation of the object geometry at each vertex of the 3D mesh. The main objective of this paper is to achieve a texture mapping with a realistic appearance and at a low cost so that the rendered objects will have real and complex details that are vis- ible on their entire surface and without modifying their geometry. Based on the ray-tracing algorithm, our contribution can be useful for current graphics card generation, since the programmable units and the frameworks associat- ed with the new graphics cards integrate today the technology of ray tracing.


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