“Feature-Based Texture Stretch Compensation for 3D Meshes” by Grabli, Sprout and Ye

  • ©Stephane Grabli, Kevin Sprout, and Yuting Ye

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Entry Number: 73

Title:

    Feature-Based Texture Stretch Compensation for 3D Meshes

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Abstract:


    One subtle artifact which still often reveals the synthetic nature of a digital creature on screen is the stretching of a supposedly rigid feature, such as a dinosaur scale or a callus, under deformation. We introduce a technique which attempts to preserve the shape of user-defined features when a 3D mesh deforms. Our approach makes no restriction on the type of features or their distribution—it can handle features of very high resolution and it is designed to fit in a texture-painting driven pipeline.

References:


    Gal, R., Sorkine, O., and Cohen-Or, D. 2006. Feature-aware texturing. In Proceedings of the 17th Eurographics Conference on Rendering Techniques.
    Heckenberg, D., Hegarty, J., and LeBlanc, J. P. 2014. Reptile: How to skin a dinosaur. In ACM SIGGRAPH 2014 Talks.


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