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Mesh Colors

Dual Scattering Approximation

Wave Particles

Deep Opacity Maps

Hair Rendering with Global Illumination

Real-time Hair Simulation and Rendering

Practical Hair Modeling and Styling

Gradient Space Projection
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A head model textured using mesh colors.
Mesh colors are painted using our 3D mesh color painting tool.
(Modeled and painted by Murat Afsar)
Abstract
The coloring of three dimensional models using two or three dimensional
texture mapping has well known intrinsic problems, such as
mapping discontinuities and limitations to model editing after coloring.
Workarounds for these problems often require adopting very
complex approaches. Here we propose a new technique, called
mesh colors, for associating color data directly with a polygonal
mesh. The approach eliminates all problems deriving from using
a map from texture space to model space. Mesh colors is an extension
of vertex colors where, in addition to keeping color values
on each vertex, color values are also kept on edges and faces.
Like texture mapping, the approach allows higher texture resolution
than model resolution, but at the same time it guarantees one-to-one
correspondence between the model surface and the color data, and
eliminates discontinuities. We show that mesh colors integrate well
with the current graphics pipeline and can be used to generate very
high quality textures.
Mesh colors can be trivially extended to be used with
NURBS and most subdivision surfaces, as well as arbitrary polygonal meshes.
Key Features
- No mapping is necessary, all objects are inherently paintable
without the need for defining texture coordinates
- Without mapping, there are no mapping discontinuities
- An intrinsic one-to-one correspondence is maintained between
the 3D surface and the color data (no duplicated color data)
- MIP-mapping for level-of-detail filtering is supported
- While painting colors, texture resolution can be increased/decreased locally
with no global effects
- Models can be edited, after coloring, without resampling
- Mesh colors can be defined on any arbitrary polygonal model
- They do not require any precomputation
- The procedure is compatible with the current real-time graphics
pipeline.
Since mesh colors can be implemented to satisfy all of the above
criteria with high performance and low memory use, the approach
is ideal for many high-end applications like 3D texture painting,
and for storing precomputed data, such as ambient occlusion, light
maps, and global illumination, on a 3D surface.
Note that non of the previous texturing methods can satisfy all these
features above.
Images

This is a close up image of the head model above.
On the left we see the painted mesh polygons and the right image shows
the final model (subdivided after mesh color painting) with anisotropic filtering.

An alien model textured using mesh colors.
The model does not have any texture coordinates defined, and
mesh colors are painted using our 3D mesh color painting tool.
(Modeled and painted by Murat Afsar)
Click on the image to enlarge.

A lizard model comparing mesh colors to standard 2D textures.
Mesh colors of this model are converted from the 2D texture.
In this example mesh colors achieve the same quality
using 20% less memory than the 2D texture.
(Modeled by Murat Afsar)
Click on the image to enlarge.
Publications
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Technical Report
Cem Yuksel, John Keyser, and Donald H. House
Mesh Colors
Department of Computer Science, Texas A&M University, 2008
[PDF]
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