Texture mapping and other uses of scalar fields on subdivision surfaces in computer graphics and animation
AssigneePixar Animation Studios
InventorsAnthony David DeRose, Michael Kass, Tien Gia Truong
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AssigneePixar Animation Studios
InventorsAnthony David DeRose, Michael Kass, Tien Gia Truong
Estimating the term…
Methods for defining smooth scalar fields on arbitrary polygonal meshes which can be consistently carried through the subdivision process involve computing mesh vertices after subdivision to a suitable resolution and computing scalar field values at the vertices corresponding to an arbitrary smooth surface, including the limit surface. The methods allow one to define and compute the value of scalar fields over an arbitrarily dense set of points on the limit surface. Applications of these techniques in computer graphics and computer animation include: (1) the definition of pseudo-coordinates for use in parametric shading including texture mapping; (2) the assignment of smoothly varying articulation weights over the control points of a model to more efficiently define the transformation of a highly detailed object or character under specific animation controls; and (3) the assignment of smoothly varying local parameters for specifying the local behavior of dynamic or quasi-static objects or surfaces.
A computer-implemented method of specifying an abritrary smooth scalar field on a graphical object modeled as a subdivision surface defined by a polygonal mesh, said polygonal mesh comprising a set of vertices, said scalar field defined as a function of the positions of said set of verticies, comprising:
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