Projection Mapping on Arbitrary Cubic Cell Complexes
dc.contributor.author | Apaza‐Agüero, K. | en_US |
dc.contributor.author | Silva, L. | en_US |
dc.contributor.author | Bellon, O. R. P. | en_US |
dc.contributor.editor | Holly Rushmeier and Oliver Deussen | en_US |
dc.date.accessioned | 2015-03-03T12:24:47Z | |
dc.date.available | 2015-03-03T12:24:47Z | |
dc.date.issued | 2014 | en_US |
dc.description.abstract | This work presents a new representation used as a rendering primitive of surfaces. Our representation is defined by an arbitrary cubic cell complex: a projection‐based parameterization domain for surfaces where geometry and appearance information are stored as tile textures. This representation is used by our ray casting rendering algorithm called projection mapping, which can be used for rendering geometry and appearance details of surfaces from arbitrary viewpoints. The projection mapping algorithm uses a fragment shader based on linear and binary searches of the relief mapping algorithm. Instead of traditionally rendering the surface, only front faces of our rendering primitive (our arbitrary cubic cell complex) are drawn, and geometry and appearance details of the surface are rendered back by using projection mapping. Alternatively, another method is proposed for mapping appearance information on complex surfaces using our arbitrary cubic cell complexes. In this case, instead of reconstructing the geometry as in projection mapping, the original mesh of a surface is directly passed to the rendering algorithm. This algorithm is applied in the texture mapping of cultural heritage sculptures.This work presents a new representation used as a rendering primitive of surfaces. Our representation is defined by an arbitrary cubic cell complex: a projection‐based parameterization domain for surfaces where geometry and appearance information are stored as tile textures. This representation is used by our ray casting rendering algorithm called projection mapping, which can be used for rendering geometry and appearance details of surfaces from arbitrary viewpoints. Alternatively, another method is proposed for mapping appearance information on complex surfaces using our arbitrary cubic cell complexes. In this case, instead of reconstructing the geometry as in projection mapping, the original mesh of a surface is directly passed to the rendering algorithm. | en_US |
dc.description.number | 1 | |
dc.description.seriesinformation | Computer Graphics Forum | en_US |
dc.description.volume | 33 | |
dc.identifier.doi | 10.1111/cgf.12261 | en_US |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.uri | https://doi.org/10.1111/cgf.12261 | en_US |
dc.publisher | The Eurographics Association and John Wiley and Sons Ltd. | en_US |
dc.title | Projection Mapping on Arbitrary Cubic Cell Complexes | en_US |