This technical report deals with the problem of texture boundaries:
there is no reason for the limits of an homogeneous matter area
(forest, lake...) traced by a designer to correspond to the
edges of the geometry.
However, classical mapping techniques define the texture
by the interpolation of the (u,v) values given at the vertices,
and by a texture number given for a set of faces.
The classical solution to the free choice of limits thus
consists in trimming the geometry along these limits in order
to only have homogeneous faces. This can complexify the mesh
and decrease its quality.
This is a 3D solution to a 2D problem, thus not very satisfactory.
We propose to associate to the faces covered by more than one material
polygonized 2D curves, allowing for minimal computation.
The paper in
Postscript format (563 Kb)
or PDF (270 Ko).
The bibtex entry for this publication:
@TechReport{neyret:1996:TT,
author = "Fabrice Neyret",
title = "Trimmed Textures",
year = "1996",
institution = "RR-2857, INRIA",
note = "http://www-evasion.imag.fr/Membres/Fabrice.Neyret/publis/RR-2857-eng.html",
}
My other publications
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