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Smooth Geometry Images Frank Losasso, Hugues Hoppe, Scott Schaefer, Joe Warren
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Overview Provide a simple representation using a single uniform bi-cubic B-spline Multiple PatchesSingle Patch
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Geometry Images Sample arbitrary surface using a regular 2D grid Connectivity is implicit [Gu et al 2002]
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cut parametrize
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cut sample
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cut [r,g,b] = [x,y,z] render store [Gu et al 2002]
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Supports surfaces of arbitrary genus But, boundary has complicated topology – requires sideband a a’ a a’ General cut [Gu et al 2002]
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Our Approach: X-Cut Special type of cut curve Make a X-cut centered at x Unfold domain into a square image Creates simple boundary symmetries
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The X-Cut
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Spherical Remeshing demo image I domain D sphere S mesh M [Praun and Hoppe 2003]
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How To Obtain Control Points B-spline is approximating should not directly sample surface Instead, use least-squares fitting:
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How To Obtain Smoothness Application of boundary rules Pad image to recreate 1-ring around all vertices
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How To Obtain Smoothness All vertices regular, except boundary midpoints generally not C 1 C1C1C1C1 Add a simple linear constraint
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Bi-cubic Subdivision on GPU 4 operators, stored as fragment programs bilinear subdivision mesh averaging limit tangent repeat
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4 operators, stored as fragment programs Bi-cubic Subdivision on GPU bilinear subdivision mesh averaging limit tangent repeat
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Rendering “Interpret as vertex array” (OpenGL extension) Render using triangles
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Discrete Subdivision Levels Both sub-sampling and subdivision are easily implemented Original Image …… SubsampledSubdivided …… (2 k +1) x (2 k +1)
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Continuous Subdivision Levels Prevent ‘popping’ when changing subdivision levels gkgk g k+1
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mesh averaging Continuous Subdivision Levels Prevent ‘popping’ when changing subdivision levels gkgk + 1- g k+ g k+1 linear subdivision bilinear subdivision
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Real-Time Demo
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Displacement Mapping 33x33 257x257 GPU GPU scalar displacement map CPU simulation
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Performance Results
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Drawbacks and Limitations Genus cannot be >0 Surface rippling
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Summary Closed smooth surface using single patch Stored as geometry image Simple and efficient GPU evaluation Continuous level-of-detail Displacement mapping 5x59x9
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Eye candy 65x6533x3365x65
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