Re: [Algorithms] VIPM and UV texturing
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From: Mark W. <mwa...@to...> - 2000-08-09 00:55:48
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Thanks for the response: > Er... with the usual type of VIPM, you don't generate texture coords, or > indeed any new vertices, at all. All you do is throw one point away and > collapse the edge onto the other one. > > There are variants where you generate some sort of new "average" midpoint, > but (a) the quality improvement isn't very large and (b) it is quite a bit > less efficient to render, because for a given LoD, you have vertices that > are used by lower LoDs, but not the current one, which causes problems. But if I have the scenario where one triangle is mapped with UVs : u1,v1, u2,v2, u3,v3 and an adjacent triangle mapped with u6,v6, u7,v7, u8,v8; the adjacency is along the edge of (u1,v1 & u6,v6) - (u3,v3 & u8,v8), where u1,v1 and u6,v6 actual vertices are coincident, as is the case with u3,v3 and u8,v8. What happens when I drop out the edge ? Wouldn't the texture coords will be interpolated from u2,v2 to u7,v7 which may be totally screwed ? I must be missing some fundamental stuff here ... > A related question is how to calculate texture coords (and other attributes) > when creating subdiv surfaces. I just use linear - seems to work OK with my > data, but others prefer to use other methods, such as use the subdiv surface > method, but on the attributes data. This gives excellent results BUT it is > possibly covered by a sneaky Pixar patent. It's still unclear exactly what > this patent covers (as with all patents, it's extremely vague), but there > may be some prior art that we can hide behind :-) In any case, simpler > methods such as Loop subdivision is often perfectly acceptable for > attributes, since perfect C1/G1 is not actually needed in most cases. I've yet to look into subdiv surfs yet, but it'll no doubt arise ;) Thanks again, Mark |