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MESH COLORS Author: Cem Yuksel, John Keyser & Donald House Texas A&M University SIGGRAPH 2010 Speaker: Chung-Yuan Lee Yuan-Ze University

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Page 1: Mesh colors

MESH COLORS

Author: Cem Yuksel, John Keyser & Donald House

Texas A&M University

SIGGRAPH 2010

Speaker: Chung-Yuan Lee

Yuan-Ze University

Page 2: Mesh colors

OUTLINE

Introduction Previous method

Proposed method Mesh color

Filtering Two-dimensional filtering Mip-map filtering Anisotropic filtering

Analysis Summary Reference

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INTRODUCTION

Previous method – texture mapping

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Intrinsic problems Mapping discontinuities Limitations to model editing after coloring Incorrect filtering …etc

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PROPOSED METHOD – MESH COLOR

There are no mapping discontinuities No mapping function is necessary MIP-mapping for level-of-detail filtering is

supported Models can be edited, after coloring, without

resampling The procedure is compatible with the current

real-time graphics pipeline

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MESH COLOR STRUCTURE

Mesh color on triangle faces R means different resolution

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MESH COLOR STRUCTURE[1,0,0]

[0,1,0] [0,0,1]

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MESH COLOR STRUCTURE

Non-uniform Face Resolutions It is straightforward to up-sample or down-

sample along an edge, if two faces sharing a common edge have different resolutions

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MESH COLOR STRUCTURE

Editing Mesh Colored Geometry

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MESH COLOR STRUCTURE

Non-triangular Meshes Quadrilaterals

Triangle pair Quadrilateral positioning

NURBS Subdivision surfaces

Dividing faces only

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FILTERING

For evaluating the color value at any point on the surface or an area, we need a reconstruction filter

Two-dimensional filtering Nearest Linear

MIP-map filtering Anisotropic filtering

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TWO-DIMENSIONAL FILTERING

To compute the color value at target point,we need to find out the weights of nearest 3 point to target point

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TWO-DIMENSIONAL FILTERING[1,0,0]

[0,1,0] [0,0,1]

If w = 0, we are at the sample point B

weight

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TWO-DIMENSIONAL FILTERING

The weights for those color values are w

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TWO-DIMENSIONAL FILTERING

The weights are w’ = [1, 1, 1] − w

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TWO-DIMENSIONAL FILTERING

Nearest Use the color of the sample with the highest

weight Linear

By blending the colors using the weights

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MIP-MAP FILTERING

This face will have n+1 MIP-map levels

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MIP-MAP FILTERING

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MIP-MAP FILTERING

Face & Edge Vertex

Where Cei is the nearest edge color at the higher level for adjacent edge i

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ANISOTROPIC FILTERING

Original

MIP-map filtering

Trilinear filtering

Circularity Distortion

Mapping Chasm

Too fuzzy

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ANISOTROPIC FILTERING

original

2x Anisotropic filtering

16xMIP-map filtering

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FILTERING

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ANALYSIS

Unified content creation

‧Modeling & Painting together

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ANALYSIS

Memory efficient

Reduce 20% memory requirement !

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Fast

ANALYSIS

hardware

Hardware

Texture mapping on hardware is ~20x faster

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ANALYSIS

Correct filtering

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SUMMARY

No mapping No Discontinuities Guaranteed 1-1 Correspondence Correct MIP-map Filtering Local Resolution Adjustment Modeling with Painting Compatible with Current Pipeline

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SUMMARY Easy to use (for end user) Easy to implement High quality High performance

Mesh Colors will do better than texture mapping , if it has support from Hardware !

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REFERENCE

Pictures for Mesh color Cem Yuksel, John Keyser & Donald H. House Texas A&M University “Mesh Colors,“ ACM Transactions on Graphics

(TOG), 29(2) 2010 Pictures for Anisotropic filtering

http://www.csie.ntu.edu.tw/~r89004/hive/mipmap/page_4.html

Copyright© 2000, 2001, 2002 Ping-Che Chen