Embed Vector Image to 3D Surface by Remesh

碩士 === 國立臺灣科技大學 === 資訊工程系 === 102 === It is desirable to embed Scalable Vector Graphics (SVG) images into 3D objects for compact and resolution independent real-time shading. Although several research have successfully shaded 3D objects with SVG images by texture-space distance computation, the hug...

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Bibliographic Details
Main Authors: Kuang-Yi Chen, 陳光奕
Other Authors: Yu-Chi Lai
Format: Others
Language:en_US
Published: 2014
Online Access:http://ndltd.ncl.edu.tw/handle/40978302066445104788
Description
Summary:碩士 === 國立臺灣科技大學 === 資訊工程系 === 102 === It is desirable to embed Scalable Vector Graphics (SVG) images into 3D objects for compact and resolution independent real-time shading. Although several research have successfully shaded 3D objects with SVG images by texture-space distance computation, the huge programming complexity and high rendering cost limit their effectiveness in real-time applications. This study proposes to embed SVG images into objects for resolution independent shading and efficient memory usage. The intersections among paths are computed to decompose themselves into distinct uniform-vector-operation path segments. Path segments are further decomposed into smaller segments to remove the overlapping among their convex hulls. In order to guarantee the usage of only interpolation operations during the coloring process, edges of these convex hulls are used as triangulation constraints to retriangulate the object. The segment information is computed and embedded into the vertices of triangles intersected with path segments and colors of a SVG image are recorded into a 1D coloring texture. When shading the mesh, our designed curve-based shader can compute pixel colors based on the embedded information and 1D coloring texture. Additionally, stroke paths are intersected with the mesh to form stroke path segments and path segments are transformed to a set of line control vertices. A stroking geometry shader is designed to sweeping point sprites of controlled widths using the control vertices in order to avoid the costly distance computation. Due to the help of embedded information and control vertices, our SVG-embedded framework is efficient and simple without complex loop and branch structures to have comparable performance as the raster-based texturing techniques. Additionally, our system is more memory efficient for infinite texturing resolution as demonstrated in the results.