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Tobias Ritschel, Mario Botsch, Stefan Müller
Mesh painting is a well accepted and very intuitive metaphor for adding
high-resolution detail to a given 3D model: Using a brush interface, the
designer simply paints fine-scale texture or geometry information onto
the surface. In this paper we propose a fully GPU-accelerated mesh
painting technique, which provides real-time feedback even for highly
complex meshes. Our method can handle arbitrary input meshes, which are
considered as base meshes for Catmull-Clark subdivision. Representing
the surface by an atlas of geometry images and exploiting programmable
vertex and fragment shaders allows for highly efficient LoD rendering
and surface manipulation. Our painting metaphor supports real-time
texturing, sculpting, smoothing, and multiresolution surface
deformations.
- T. Ritschel, M. Botsch, S. Mueller, Multiresolution GPU Mesh Painting, Eurographics 2006 Short Papers, 2006, pp. 17-20
[Abstract]
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