Vector Field Based Texture Mapping of Animated Implicit Objects
Autor: | Jean-Paul Smets-Solanes |
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Přispěvatelé: | Models, Algorithms and Geometry for Computer Generated Image Graphics (iMAGIS), Laboratoire d'informatique GRAphique, VIsion et Robotique de Grenoble (GRAVIR - IMAG), Université Joseph Fourier - Grenoble 1 (UJF)-Institut National de Recherche en Informatique et en Automatique (Inria)-Institut National Polytechnique de Grenoble (INPG)-Centre National de la Recherche Scientifique (CNRS)-Université Joseph Fourier - Grenoble 1 (UJF)-Institut National de Recherche en Informatique et en Automatique (Inria)-Institut National Polytechnique de Grenoble (INPG)-Centre National de la Recherche Scientifique (CNRS)-Inria Grenoble - Rhône-Alpes, Institut National de Recherche en Informatique et en Automatique (Inria), Jarek Rossignac and François Sillion |
Jazyk: | angličtina |
Rok vydání: | 1996 |
Předmět: |
Computer science
ComputingMethodologies_IMAGEPROCESSINGANDCOMPUTERVISION 02 engineering and technology Metaballs Rendering (computer graphics) Computer graphics Computer graphics (images) 0202 electrical engineering electronic engineering information engineering Computer vision Texture Graphics Computer animation ComputingMethodologies_COMPUTERGRAPHICS Projective texture mapping computer animation business.industry graphics deformation 020207 software engineering Animation simulation Computer Graphics and Computer-Aided Design [INFO.INFO-GR]Computer Science [cs]/Graphics [cs.GR] Computer Science::Graphics Computer Science::Computer Vision and Pattern Recognition computer graphics 020201 artificial intelligence & image processing Artificial intelligence business Texture mapping |
Zdroj: | Computer Graphics Forum (Proc. of Eurographics '96) Computer Graphics Forum (Proc. of Eurographics '96), 1996, Poitiers, France. pp.289--300 |
Popis: | International audience; This paper shows that an adequate use of vector fields can solve most inconsistencies related to texture mapping that appear in current animation and rendering systems based on implicit objects. The method used is based on the concept of a virtual skin. A skin with its own texture mapping is spread over an implicit object and is constrained to stick to the deformation of the implicit object. A vector field is used to compute the relationship between the motion of the skin and the deformation of the object. Visual and implementation issues are discussed with respect to typical applications of implicit objects in computer graphics. |
Databáze: | OpenAIRE |
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