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Damien Porquet
Université de Limoges - Faculté des Sciences
83, rue d'Isle, 87000 Limoges (FRANCE)
Mèl : porquet [at] msi.unilim.fr
Page perso : http://damien.porquet.free.fr
Tel : 05 55 43 79 76 (standard)
Fax : 05 55 42 69 77
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Real-Time High Quality View-Dependent Texture Mapping using Per-Pixel Visibility
D.Porquet, J.-M. Dischler, D. Ghazanfarpour
Graphite 2005 - 3rd International Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast Asia
29 November - 2 December 2005, Dunedin, New Zealand
Abstract
We present an extension of View-Dependent Texture Mapping
(VDTM) allowing rendering of complex geometric meshes at high
frame rates without usual blurring or skinning artifacts. We combine
a hybrid geometric and image-based representation of a given
3D object to speed-up rendering at the cost of a little loss of visual
accuracy.
During a precomputation step, we store an image-based version of
the original mesh by simply and quickly computing textures from
viewpoints positionned around it by the user. During the rendering
step, we use these textures in order to map on the fly colors and
geometric details onto the surface of a low-polygon-count version
of the mesh.
Real-time rendering is achieved while combining up to three viewpoints
at a time, using pixel shaders. No parameterization of the
mesh is needed and occlusion effects are taken into account while
computing on the fly the best viewpoints for a given pixel. Moreover,
the integration of this method in common real-time rendering
systems is straightforward and allows applying self-shadowing as
well as other z-buffer effects.
Paper
Images
Videos
Video 1 -
Scene composed of 28 dragons
DivX format ; 26 Mb
Low quality version:
Video 1 low (5.4 Mb)
Video 2 -
Reference viewpoints acquisition
DivX format ; 6 Mb
Low quality version:
Video 2 low (3.2 Mb)
Video 3 -
Shadow projection
DivX format ; 6.6 Mb
Code