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SIBGRAPI
2007
IEEE

Geometry Textures

13 years 10 months ago
Geometry Textures
In highly tessellated models, triangles are very small compared to the entire object, representing at the same time its macro- and mesostructures. The main idea in this work is to use a visualization algorithm that is adequate to mesostructure but applied to the whole object. Tessellated models are converted into geometry textures, a geometric representation for surfaces based on height maps. In rendering time, the fine-scale details are reconstructed with LOD speed-up while preserving original quality.
Rodrigo de Toledo, Bin Wang, Bruno Lévy
Added 04 Jun 2010
Updated 04 Jun 2010
Type Conference
Year 2007
Where SIBGRAPI
Authors Rodrigo de Toledo, Bin Wang, Bruno Lévy
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