最大化纹素密度和一致性的 UV 映射算法?
我正在寻找一种方法来自动将 3D 网格的多边形映射到 UV 空间,以使纹素密度最大化并在多边形之间尽可能保持一致。是否存在一种算法可以在这方面提供比平面、盒子、圆柱和球形等标准投影更好的结果?
I'm looking for a way to automatically map a 3D mesh's polygons onto UV space such that texel density is maximized and kept as consistent as possible between polygons. Does an algorithm exist that will provide better results in this respect than standard projections such as planar, box, cylindrical, and spherical?
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这是一个众所周知的问题。您应该看看 http://alice.loria.fr/ Publications/papers/2002/lscm/lscm.pdf。另外,Google 学术搜索可能是您的朋友!
It is a widely known problem. You should take a look at http://alice.loria.fr/publications/papers/2002/lscm/lscm.pdf. Also Google Scholar might be your friend!
除了 tibur 引用的论文 /a>,有一篇题为“ABF++:快速且稳健的基于角度的扁平化”的论文,作者为 Sheffer, Lévy 、Mogilnitsky 和 Bogomyakov 讨论了一种可用于创建满足规定要求的纹理贴图的算法。
Aside from the paper cited by tibur, there's a paper titled "ABF++: fast and robust angle based flattening" by Sheffer, Lévy, Mogilnitsky and Bogomyakov which discusses an algorithm that can be used to create texture maps which satisfy the stated requirements.