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Cylindrical and toroidal parameterizations without vertex seams

Academic Article
Publication Date:
2012
abstract:
A 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 at the address provided at the end of this article.
Iris type:
01.01 Articolo in rivista
Keywords:
Texture mapping; Surface parameterization
List of contributors:
Tarini, Marco
Handle:
https://iris.cnr.it/handle/20.500.14243/245122
Published in:
JOURNAL OF GRAPHICS TOOLS
Journal
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URL

http://www.tandfonline.com/doi/abs/10.1080/2151237X.2012.654054
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