Texturing of 3D Objects using Simple Physics and Equilateral Triangle Patches

Matthias Glinzner
Texturing of 3D Objects using Simple Physics and Equilateral Triangle Patches
[paper]

Information

Abstract

Visualizing cells, in particular cell membranes, is the inspiration for this work. The goal of the presented methods is the efficient visualization of phospholipid membranes. A prominent role hereby plays the concept of seamlessly texturing a surface in threedimensional space. By using suitable texture patches, memory consumption can be kept low. The developed algorithm first creates a texture mesh that stays faithful to the surface structure of a user-provided input-mesh. This texture mesh consists of equilateral triangles. The triangulation is achieved by first simulating repulsion between the vertices making up the texture mesh. This way they are moved around on the surface of the input-mesh until they are uniformly distributed. Mapping texture onto equilateral triangles becomes trivial if triangular texture patches are assumed as well. Thus, seamless texturing is achieved. The implementation is described in detail, followed by the demonstration of results. Also, an exemplary performance-analysis is given, highlighting benefits and shortcomings of the algorithm, especially concerning runtime. Additionally, a short overview of related and prior work is given. The used framework is Unity 3D.

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BibTeX

@bachelorsthesis{glinzner-2016-tex,
  title =      "Texturing of 3D Objects using Simple Physics and Equilateral
               Triangle Patches",
  author =     "Matthias Glinzner",
  year =       "2016",
  abstract =   "Visualizing cells, in particular cell membranes, is the
               inspiration for this work. The goal of the presented methods
               is the efficient visualization of phospholipid membranes. A
               prominent role hereby plays the concept of seamlessly
               texturing a surface in  threedimensional space. By using
               suitable texture patches, memory consumption can be kept
               low. The developed algorithm first creates a texture mesh
               that stays faithful to the surface structure of a
               user-provided input-mesh. This texture mesh consists of
               equilateral triangles. The triangulation is achieved by
               first simulating repulsion between the vertices making up
               the texture mesh. This way they are moved around on the
               surface of the input-mesh until they are uniformly
               distributed. Mapping texture onto equilateral triangles
               becomes trivial if triangular texture patches are assumed as
               well. Thus, seamless texturing is achieved. The
               implementation is described in detail, followed by the
               demonstration of results. Also, an exemplary
               performance-analysis is given, highlighting benefits and
               shortcomings of the algorithm, especially concerning
               runtime. Additionally, a short overview of related and prior
               work is given. The used framework is Unity 3D.",
  note =       "1",
  address =    "Favoritenstrasse 9-11/186, A-1040 Vienna, Austria",
  school =     "Institute of Computer Graphics and Algorithms, Vienna
               University of Technology",
  URL =        "https://www.cg.tuwien.ac.at/research/publications/2016/glinzner-2016-tex/",
}