In recent years, texture mapping techniques have become more advanced as providing real-time rendering tasks. However, few methods have been conducted in optimizing a sub-texture mapping for an arbitrary texture. In this paper, we present a method to optimize sub-texture mapping by reflecting topology relations in which an arbitrary sub-texture source has to be represented as minimizing distortions of the sub-texture source. We have defined a manipulating mechanism that helps a user control a texture source using a track ball interface in order to minimize loss of the texture source. And a sub-texture frame has to be aligned to dominant geometric structures of 3d model by employing some transformations. We have shown experimental results to verify the proposed method as well.
[1]
Peter-Pike J. Sloan.
Normal mapping for precomputed radiance transfer
,
2006,
I3D '06.
[2]
Marie-Paule Cani,et al.
Pattern-based texturing revisited
,
1999,
SIGGRAPH.
[3]
Dehui Kong,et al.
An improved method of parallax mapping
,
2008,
2008 8th IEEE International Conference on Computer and Information Technology.
[4]
Adam Finkelstein,et al.
Lapped textures
,
2000,
SIGGRAPH.
[5]
Pedro V. Sander,et al.
Texture mapping progressive meshes
,
2001,
SIGGRAPH.
[6]
László Szirmay-Kalos,et al.
Displacement Mapping on the GPU — State of the Art
,
2008
.