Re: [Algorithms] Automatic Texture Atlas generation
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From: Emanuele S. <in...@fo...> - 2004-08-18 07:53:31
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I'd suggest Seamster: http://graphics.cs.uiuc.edu/~jch/papers/seamster.pdf together with a good parametrization algorithm (suggested in the paper) = you get as little seams as possible - continuous mapping. Apparently works on any mesh topology according to Sheffer ... not only = characters as shown. Would love to see a plugin for any 3D package based on Seamster...big = deal! ;) For the lighting... my 2c: yes...mixing direct realtime lighting and lightmaps can work = great...can't show screenshots at this time though. The big issue here is... if you're talking environments graphics... = radiosity solution needs to take account for direct-light casted = shadows. (otherwise you just get some ambient-like radiosity... which is = worth practically nothing ^_^ ) So, for instance, you can't move the sunlight (the one you used to = compute lightmaps) this way... If instead...you just want to add moving lights and shadows on = environments...works perfect. (i.e. a torch on a moon-lit wall - moon = light not moving) Summary: Global lights stay still...other lights...whatever. ;) Best, Emanuele Salvucci Maya|Lightwave Game Technical Artist Lscript developer www.forwardgames.com ema...@fo... "#3. He causes things to look different so it would appear time has = passed." -------------------------------------------------------------------------= ------- ----- Original Message -----=20 From: Ale...@sc...=20 To: gda...@li...=20 Sent: Tuesday, August 17, 2004 5:31 PM Subject: [Algorithms] Automatic Texture Atlas generation Hi,=20 Does anyone know if the Least Square Conformal Mapping method is good = enough to compute a texture atlas for global illumination given=20 a typical next gen game level, or is something more advanced needed? = (essentially I wonder if warps in the mapping might cause significant=20 disparity in light map resolution)=20 Before I re-invent the wheel, does anyone know if there is source code = avaliable for any of the atlas generation methods?=20 One other thing, has anyone tried using standard dynamic lights/shadows = for the first bounce of a light together with a pre-computed=20 radiosity solution for the second and subsequent bounces? If so what = where the results like?=20 Thanks,=20 Alex Clarke ********************************************************************** This email and any files transmitted with it are confidential and intended solely for the use of the individual or entity to whom they are addressed. If you have received this email in error please notify pos...@sc... This footnote also confirms that this email message has been checked for all known viruses. ********************************************************************** SCEE 2004 |