Re: [Algorithms] VIPM and UV texturing
Brought to you by:
vexxed72
From: Mark W. <mwa...@to...> - 2000-08-10 00:03:43
|
Now this sounds like a cool idea :) Mark ----- Original Message ----- From: "Tom Forsyth" <to...@mu...> To: <gda...@li...> Sent: Thursday, August 10, 2000 3:32 AM Subject: RE: [Algorithms] VIPM and UV texturing > 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 > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |