RE: [Algorithms] VIPM and UV texturing
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From: Tony C. <to...@mi...> - 2000-08-10 13:02:16
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>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. Can you not algorithmically detect this situation as well? Compute the tangent-normal basis for the polygon, and look at the derivative of the texture coordinates w.r.t the tangent vector - if this changes sign you have a seam. More work, I grant you, and I admit not as flexible as having a tool that lets the artists do the markup, but still possible. Tony Cox - DirectX Luminary Windows Gaming Developer Relations Group http://msdn.microsoft.com/directx |