Re: [Algorithms] VIPM and UV texturing
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From: Mark W. <mwa...@to...> - 2000-08-10 00:00:48
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Thanks Tom, The feature edges were what I am referring to ... what I'm trying to get at is that simple edge collapsing doesn't work _across_ a feature edge (yielding the undesired incorrect texture interpolation performed _by the card_, not me). Fortunately you're a bit more eloquent (spelling?) than I :) Your explanation is very much appreciated. Thanks, Mark ----- Original Message ----- From: "Tom Forsyth" <to...@mu...> To: <gda...@li...> Sent: Wednesday, August 09, 2000 7:19 PM Subject: RE: [Algorithms] VIPM and UV texturing > > From: Mark Wayland [mailto:mwa...@to...] > [snip] > > I cite different vertices because the actual UV coords are different > > (eg. a vertex is NOT just gemoetry, as in the D3D definition) > > > > Doesn't anyone use large meshes that are textured using > > multiple textures > > with VIPM, > > in that you would want the mesh as a whole to reduce, not the > > similarly > > textured "pieces" ? > > Ugh - no. Who would want to do that? :-) > > Actually, yes. Edges where two textures meet (or indeed any discontinuous > data - colours, normals, etc) are what I call "feature" edges. The way I > deal with them is that you find all your feature eges, and then only allow > collapses _along_ edges and _onto_ edges. But I never allow collapses of a > vertex on a feature edge onto a another vertex that isn't on the same edge > (remember to disallow collapses of one feature vertex to another feature > vertex that _isn't_ on the same edge, e.g. between two parallel feature > edges). > > But the fewer feature edges you have on your model, the better VIPM can cope > with it, and the better it collapses. > > > What I'm tending to now assume is that most users of VIPM are > > using it on > > trivially textured > > objects ... would this be a fair assumption, or once again > > have I missed > > something ? > > I dunno about "trivially" - mapping textures onto humanoid models (and > indeed the not-so-humanoid - we have slugs, two-headed creatures and ones > with four arms in Startopia) can get quite tricky. > > But yes, VIPM only works well when there are comparatively few feature > edges. > > There are some schemes that try to perform collapses across feature edges. > One is Jan Svarovsky's (follow the GDC link from the ultra-minimalist > homepage: http://www.svarovsky.com/), which has a discussion of these > collapses. But they're not pretty, and they complicate the collapse process. > By far the best way to proceed is to use friendly persuasion and Pavlovian > conditioning (a big stick is handy for this) until the artists to create > models with few feature edges. > > Tom Forsyth - Muckyfoot bloke. > Whizzing and pasting and pooting through the day. > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |