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G ゼミ サーイ 4・14. テクスチャー流れ制度 描いた線の通りにテクスチャーの方向が 変わります。 理由:

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Presentation on theme: "G ゼミ サーイ 4・14. テクスチャー流れ制度 描いた線の通りにテクスチャーの方向が 変わります。 理由:"— Presentation transcript:

1 G ゼミ サーイ 4・14

2 テクスチャー流れ制度 描いた線の通りにテクスチャーの方向が 変わります。 理由:

3 User Interface InputResult

4 Sharp Edges and Multiple Meshes Multiple Meshes と Sharp Edges の計算はだ いたい同じです。 Sharp Edges の場合は Multiple Mesh の場合に なり、 UV 座標や奥行き等 Multiple Mesh に として計算します。

5 Multiple Mesh User creates meshes from the furthest to nearest. The calculation of both UV coordinates and depths starts from the nearest mesh. When the propagation reaches the border of a mesh, the propagation is started anew on the mesh behind.

6 Multiple Mesh (cont.) The new starting point of the propagation is defined as the point on the borderline that is closest to the mesh in front of it. If user doesn’t define the distance between the mesh we assume that the meshes is connected to each other at the starting point. That means the height of the connecting points could be assumed to be equal, and the UV of the new starting point is set to be one unit from the connected point without distortion.

7 Multiple Mesh (cont.) If the distance between meshes is defined, let that distance be the distance between the closest points. UV of the new starting point is – Dis*(direction vector)+UV at connected point. **Note: this case could not be applied to sharp edges. コードはここまで。

8 Multiple Mesh (cont.) Setting different orientation for different mesh. – Interpolation of the orientation between meshes. – Estimating the hidden area. Ex. Let the user rotate and move the texture on the mesh behind this way the hidden area could be approximate.

9 Paper Organization Title: Interactive Texturing on Objects in Images via Sketching Interface Abstract Introduction Related Work – Normal Reconstruction – Texturing User Interface for Controlling the Texture – Reconstruction Interface => Singe mesh, multiple meshes, sharp edges construction – Texturing Control Interface => Rotation, scaling, translation, depth, texture flow.

10 Paper Organization (cont.) Texture Mapping with Reconstructed Normal – Occlusion Approximation and Texture Orientation Interpolation? – Texture Flow Calculation – Depth Calculation – UV Coordinates Calculation Results Conclusion and Future Work References


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