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dc.contributor.authorPagés, Rafaelen_US
dc.contributor.authorArnaldo, Sergioen_US
dc.contributor.authorMorán, Franciscoen_US
dc.contributor.authorBerjón, Danielen_US
dc.contributor.editorEnrico Puppo and Andrea Brogni and Leila De Florianien_US
dc.date.accessioned2014-01-27T16:34:12Z
dc.date.available2014-01-27T16:34:12Z
dc.date.issued2010en_US
dc.identifier.isbn978-3-905673-80-7en_US
dc.identifier.urihttp://dx.doi.org/10.2312/LocalChapterEvents/ItalChap/ItalianChapConf2010/123-128en_US
dc.description.abstractWe introduce an automatic technique for mapping onto a 3D triangle mesh, approximating the shape of a real 3D object, a high resolution texture synthesized from several pictures taken simultaneously by real cameras surrounding the object. We create a texture atlas by first unwrapping the 3D mesh to form a set of 2D patches with no distortion (i.e., the angles and relative sizes of the 3D triangles are preserved in the atlas), and then mixing the color information from the input images, through another three steps: step no. 2 packs the 2D patches so that the bounding canvas of the set is as small as possible; step no. 3 assigns at most one triangle to each canvas pixel; finally, in step no. 4, the color of each pixel is calculated as a smoothly varying weighted average of the corresponding pixels from several input photographs. Our method is especially good for the creation of realistic 3D models without the need of having graphic artists retouch the texture.en_US
dc.publisherThe Eurographics Associationen_US
dc.subjectCategories and Subject Descriptors (according to ACM CCS): Computer Graphics [I.3.7]: Three-Dimensional Graphics and Realism-Color, shading, shadowing, and textureen_US
dc.titleComposition of Texture Atlases for 3D Mesh Multi-texturingen_US
dc.description.seriesinformationEurographics Italian Chapter Conference 2010en_US


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