Skeletex: Skeleton-texture Co-representation for Topology-driven Real-time Interchange and Manipulation of Surface Regions

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Publikace nespadá pod Filozofickou fakultu, ale pod Fakultu informatiky. Oficiální stránka publikace je na webu muni.cz.
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MADARAS Martin RIEČICKÝ Adam MESÁROŠ Michal STUCHLÍK Martin PIOVARČI Michal

Rok publikování 2018
Druh Článek v odborném periodiku
Časopis / Zdroj Computer Graphics Forum
Fakulta / Pracoviště MU

Fakulta informatiky

Citace
www https://www.researchgate.net/publication/328510231_Skeletex_Skeleton-texture_Co-representation_for_Topology-driven_Real-time_Interchange_and_Manipulation_of_Surface_Regions
Doi http://dx.doi.org/10.1111/cgf.13571
Klíčová slova mesh processing;skeleton;surface
Popis Mesh processing algorithms depend on quick access to the local neighborhood, which requires costly memory queries. Moreover, even having access to the local neighborhood is not enough to efficiently perform many geometry processing algorithms in an automatic or semi-automatic way. As humans, we often imagine mesh editing at the level of topological information, e.g., altering surface features, adding limbs, etc., which is not supported by current data structures. These limitations come from the widely used mesh representations because the needed information is not implicitly defined by the structure. We propose a novel model representation called Skeletex. Each 3D model is decomposed into two elements: a skeletal structure that encodes the model topology and a vector displacement map to capture fine details of the geometry. Such a co-representation contains the topology information, as well as the information about the local vertex neighborhood at each texel. Additionally, our data structure facilitates an automatic skeleton-based cross-parameterization. This allows us to implement the mesh manipulation tasks in parallel, using a unified streamlined pipeline that directly maps to the GPU. We demonstrate the capabilities of our data structure by implementing surface region transfer and mesh morphing of 3D models.
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