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PolyCube-maps

机译:PolyCube贴图

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摘要

Standard texture mapping of real-world meshes suffers from the presence of seams that need to be introduced in order to avoid excessive distortions and to make the topology of the mesh compatible to the one of the texture domain. In contrast, cube maps provide a mechanism that could be used for seamless texture mapping with low distortion, but only if the object roughly resembles a cube. We extend this concept to arbitrary meshes by using as texture domain the surface of a polycube whose shape is similar to that of the given mesh. Our approach leads to a seamless texture mapping method that is simple enough to be implemented in currently available graphics hardware.
机译:现实世界中的网格的标准纹理贴图存在接缝的存在,需要引入接缝,以避免过度的变形并使网格的拓扑与纹理域之一兼容。相比之下,立方体贴图提供了一种可用于具有低失真的无缝纹理贴图的机制,但前提是该对象大致类似于立方体。我们通过将形状类似于给定网格的多边形的表面用作纹理域,将这一概念扩展到任意网格。我们的方法导致了一种无缝的纹理映射方法,该方法足够简单,可以在当前可用的图形硬件中实现。

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