Conversion of Point-Sampled Models to Textured Meshes

dc.contributor.authorWicke, Martinen_US
dc.contributor.authorOlibet, Sandroen_US
dc.contributor.authorGross, Markusen_US
dc.contributor.editorMarc Alexa and Szymon Rusinkiewicz and Mark Pauly and Matthias Zwickeren_US
dc.date.accessioned2014-01-29T16:31:45Z
dc.date.available2014-01-29T16:31:45Z
dc.date.issued2005en_US
dc.description.abstractWe present an algorithm to convert point-sampled objects to textured meshes. The output mesh carries the geometric information present in the input model, while information about color and other surface attributes is separated and stored in textures. The point cloud is triangulated and decimated so it adequately represents the object geometry. Using EWA splatting, we compute textures patches for all triangles in the mesh. In an iterative process, the size of the texture patches is chosen adaptively such that texture information is preserved during the conversion. The texture filtering capabilities of EWA splatting ensure that no texture aliasing occurs. Finally, the texture patches are compiled into a texture atlas. Aside from colors, other surface attributes can be treated similarly. Normal maps can be computed to allow for further simplification of the output mesh while maintaining high visual quality.en_US
dc.description.seriesinformationEurographics Symposium on Point-Based Graphics (2005)en_US
dc.identifier.isbn3-905673-20-7en_US
dc.identifier.issn1811-7813en_US
dc.identifier.urihttps://doi.org/10.2312/SPBG/SPBG05/119-124en_US
dc.publisherThe Eurographics Associationen_US
dc.titleConversion of Point-Sampled Models to Textured Meshesen_US
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