Re: [Algorithms] VIPM and UV texturing
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From: Charles B. <cb...@cb...> - 2000-08-09 18:18:19
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Hi Jeff, really, you should be including UV's and RGB's and Normals as part of the quadric error metric, so that this kind of thing should be detected automagically, and should be put late in the collapse list by the system. I've found that if you use a proper (eg. comprehensive and robust) error metric, then almost zero artist intervention is necessary. In fact, I find that the system is generally much better at ordering collapses than artists are. Of course, there are exceptions, which usually occur because of the fact that I'm not actually looking in the texture bits; eg. changing the uv's slightly in a region of the texture which is very high frequency produces much more visual error than if you change the uv's in a very low frequency region of the texture. To handle this correctly, you do need some sort of artist cue, as you propose. I like Tom's method of reducing to a specific mesh. At 10:06 AM 8/9/2000 -0700, you wrote: >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.> -------------------------------------- Charles Bloom www.cbloom.com |