Cylindrical and Toroidal Parameterizations Without Vertex Seams
AbstractA simple rendering method to avoid vertex seams in cylindrical and toroidal UV mappings used for texture mapping is presented. (A vertex seam is a vertex duplication of a polygonal mesh with different texture coordinates assigned to the two geometrically coinciding copies.) As a result, the method leads to simpler, leaner, replication-free data structures. Is also allows for a higher degree of proceduralism in generation of texture coordinates. The method is general, trivial to implement (exhaustive pseudocode is provided), very low in cost on resources (with a virtually null impact on performance), and it leverages only basic mechanisms widely available in most GPU implementations.An open-source implementation is available online. |
Images and movies
BibTex references
@Article\{Tar12, author = "Tarini, Marco", title = "Cylindrical and Toroidal Parameterizations Without Vertex Seams", journal = "Journal of Graphics Tools", number = "3", volume = "16", pages = "144--150", month = "jul", year = "2012", keywords = "parameterization, seamless, rendering", url = "http://vcg-legacy.isti.cnr.it/Publications/2012/Tar12" }