Spatial Patches - A Primitive for 3D Model Representation
dc.contributor.author | Ivanov, D. | en_US |
dc.contributor.author | Kuzmin, Ye. | en_US |
dc.date.accessioned | 2015-02-16T11:06:15Z | |
dc.date.available | 2015-02-16T11:06:15Z | |
dc.date.issued | 2001 | en_US |
dc.description.abstract | The commonly used solution for real-life 3D model representation is polygonal spatially consistent geometry, with texture, and, optionally, bump or displacement maps attached. Although the idea of displacement mapping is well known, there are just a few approaches to its efficient implementation. In this paper we develop a technique that allows for efficient representation and rendering of 3D models by getting a new angle on the displacement mapping concept. We introduce a new primitive that is defined as the range image of a small part of the model's surface; therefore, it is called a spatial patch. The whole model is just a collection of patches with no connectivity information between them. Such a representation can be directly acquired by 3D scanning machinery, and stored in a compact uniform form. It also allows for efficient visualization, which is the major focus of this paper. Thus, we present the logical structure of a rendering unit based on conventional z-buffering, and discuss the involved algorithms in detail. These algorithms benefit from modern features of computing units for which we believe the proposed technique can be used in a wide range of applications dealing with real-life 3D data. | en_US |
dc.description.number | 3 | en_US |
dc.description.seriesinformation | Computer Graphics Forum | en_US |
dc.description.volume | 20 | en_US |
dc.identifier.doi | 10.1111/1467-8659.00544 | en_US |
dc.identifier.issn | 1467-8659 | en_US |
dc.identifier.pages | 522-532 | en_US |
dc.identifier.uri | https://doi.org/10.1111/1467-8659.00544 | en_US |
dc.publisher | Blackwell Publishers Ltd and the Eurographics Association | en_US |
dc.title | Spatial Patches - A Primitive for 3D Model Representation | en_US |