Hello,
I just wanted to know the hard coder opinion of this community about a new technique, called PolyCube-Map, for texture parameterization that is:
- seamless,
- mesh-independent (e.g. LOD robust)
- with a low-distortion,
- texture space efficient,
- mipmap robust,
- if you need it can be user controlled (YOU can decide what are the important portions of the mesh)
This technique was recently developed by our group (vcg.isti.cnr.it) and that we will present it at next siggraph. From the abstract:
Standard texture mapping of real-world meshes suffers from the presence of seams that need to be introduced in order to avoid excessive distortions and to make the topology of the mesh compatible to the one of the texture domain. In contrast, cube maps provide a mechanism that could be used for seamless texture mapping with low distortion, but only if the object roughly resembles a cube. We extend this concept to arbitrary meshes by using as texture domain the surface of a polycube whose shape is similar to that of the given mesh
Obviously the technique can be implemented in opengl with current hardware.
More info, pictures, a paper and a short movie at the following link:
http://vcg.isti.cnr.it/polycubemaps/
Your comments, opinions and critics are very welcome.



