Texture Mapping with Hard Constraints

dc.contributor.authorEckstein, Ilyaen_US
dc.contributor.authorSurazhsky, Vitalyen_US
dc.contributor.authorGotsman, Craigen_US
dc.date.accessioned2015-02-16T11:05:22Z
dc.date.available2015-02-16T11:05:22Z
dc.date.issued2001en_US
dc.description.abstractWe show how to continuously map a texture onto a 3D triangle mesh when some of the mesh vertices are constrained to have given (u, v) coordinates. This problem arises frequently in interactive texture mapping applications and, to the best of our knowledge, a complete and efficient solution is not available. Our techniques always guarantee a solution by introducing extra (Steiner) vertices in the triangulation if needed. We show how to apply our methods to texture mapping in multi-resolution scenarios and image warping and morphing.en_US
dc.description.number3en_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume20en_US
dc.identifier.doi10.1111/1467-8659.00502en_US
dc.identifier.issn1467-8659en_US
dc.identifier.pages95-104en_US
dc.identifier.urihttps://doi.org/10.1111/1467-8659.00502en_US
dc.publisherBlackwell Publishers Ltd and the Eurographics Associationen_US
dc.titleTexture Mapping with Hard Constraintsen_US
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