RE: [Algorithms] VIPM and UV texturing
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From: Tom F. <to...@mu...> - 2000-08-09 17:37:42
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This is also solved if you start with a low-poly mesh from the artists, tesselate and displace up to a high-poly mesh, then VIPM down again, but preserving the original edges. Because the tesselation only uses linear interpolation for non-geometry attributes, you don't have to deal with nasty cases like this. Fortunately, coz they are a real pain. http://www.muckyfoot.com/downloads/tom.shtml Tom Forsyth - Muckyfoot bloke. Whizzing and pasting and pooting through the day. > -----Original Message----- > From: Jeff Lander [mailto:je...@di...] > Sent: 09 August 2000 18:06 > To: gda...@li... > Subject: Re: [Algorithms] VIPM and UV texturing > > > Hi all. New to this discussion but I have recently had a > couple of projects where this issue has been very important. > > The issue you bring up about texture coordinates and any sort > of mesh LOD system is critical. That is why I insist that > the LOD tools allow artists to hand designate edges that will > not collapse. Any algorithmic method you try and find will > fail in certain cases. The algorithms handle texture > projections like sphere and cylinder wraps pretty well but > arbitrary UV texturing is a real problem. > > One particular problem I will share that comes up often is > when texturing characters. My system automatically will > preserve vertices that have texture coordinate > discontinuities. However, artists will often model a > character with only half of the texture (particularly in the > face) then just reflect the texture coords to save texture space. > > Now the problem as you would guess is you have the face with > coordinates like (1,0) ----- (0,0) ---- (1,0). Obviously > more granular then that. There are no texture coordinate > discontinuities so the algorithm says it is ok. The surface > of the face is roughly flat so the internal vertex and edges > are good candidates for collapse. However, you then get the > nice situation of (1,0) ------ (1,0). Doesn't look so hot. > I have the artists tag reflected seam vertices as > uncollapsable until very late in the order. > > Let me paraphrase you by saying the algorithms are most > efficient when working on trivially textured objects. > Anything else requires good artist tools and some TLC. > > -Jeff |