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Mesh color textures

Published: 28 July 2017 Publication History

Abstract

The fundamental limitations of texture mapping has been a long standing problem in computer graphics. The cost of defining and maintaining texture coordinates and the seams that introduce various filtering inconsistencies lead some graphics applications to adapt alternative techniques that directly address these problems, such as mesh colors. However, alternatives to texture mapping introduce run-time cost that contradicts with the performance constraints of real-time graphics applications. In this paper we introduce mesh color textures that offer all benefits of mesh colors to real-time graphics applications with strict performance constraints. Mesh color textures convert the mesh color data to a format that can be efficiently used by the texture filtering hardware on current GPUs. Utilizing a novel 4D texture coordinate formulation, mesh color textures can provide correct filtering for all mipmap levels and eliminate artifacts due to seams. We show that mesh color textures introduce negligible run-time cost with no discontinuity in texture filtering. We also discuss potential future modifications to graphics hardware and API that would further simplify the use of mesh color textures in real-time graphics applications.

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cover image ACM Conferences
HPG '17: Proceedings of High Performance Graphics
July 2017
180 pages
ISBN:9781450351010
DOI:10.1145/3105762
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Publication History

Published: 28 July 2017

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Author Tags

  1. mesh colors
  2. texture filtering
  3. texture mapping

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  • Research-article

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HPG '17
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HPG '17: High-Performance Graphics
July 28 - 30, 2017
California, Los Angeles

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Overall Acceptance Rate 15 of 44 submissions, 34%

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Cited By

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  • (2022)Meshlets and How to Shade Them: A Study on Texture‐Space ShadingComputer Graphics Forum10.1111/cgf.1447441:2(277-287)Online publication date: 24-May-2022
  • (2022)Patch Textures: Hardware Support for Mesh ColorsIEEE Transactions on Visualization and Computer Graphics10.1109/TVCG.2020.303977728:7(2710-2721)Online publication date: 1-Jul-2022
  • (2021)Hardware Adaptive High‐Order Interpolation for Real‐Time GraphicsComputer Graphics Forum10.1111/cgf.1437740:8(1-16)Online publication date: 28-Nov-2021
  • (2021)Texture Defragmentation for Photo‐Reconstructed 3D ModelsComputer Graphics Forum10.1111/cgf.14261540:2(65-78)Online publication date: 4-Jun-2021
  • (2020)Realistic Buoyancy Model for Real‐Time ApplicationsComputer Graphics Forum10.1111/cgf.1401339:6(217-231)Online publication date: 19-May-2020
  • (2020)UV‐free Texturing using Sparse Voxel DAGsComputer Graphics Forum10.1111/cgf.1391739:2(121-132)Online publication date: 13-Jul-2020
  • (2019)Tessellated Shading StreamingComputer Graphics Forum10.1111/cgf.1378038:4(171-182)Online publication date: 30-Jul-2019
  • (2019)Adaptive Mesh Texture for Multi-View Appearance Modeling2019 International Conference on 3D Vision (3DV)10.1109/3DV.2019.00082(700-708)Online publication date: Sep-2019
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  • (2018)Generalized motorcycle graphs for imperfect quad-dominant meshesACM Transactions on Graphics10.1145/3197517.320138937:4(1-16)Online publication date: 30-Jul-2018
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