Abstract

A high-quality 3D relief requires an appropriate refinement that has accurate carving boundaries with a limited number of added polygons. Most existing refinement methods cannot be applied to 3D reliefs directly, as they exhibit a mixture of problems such as not accurately following the texture contours, creating ill-shaped triangles, and excessively increasing the polygon count. We introduce an efficient texture-driven method to adaptively refine a mesh for 3D reliefs. From the user-provided binary texture, we conduct a feature-preserving self-adaptive sampling of texture contours. Our other inputs are a 3D mesh and the mapping of that mesh to texture space. We adapt a constraint-driven Red–Green subdivision to locally subdivide the mesh around the contours. Then, we conduct the adaptive mesh refinement by introducing a feature-adaptive 3-subdivision. Finally, we apply the proposed algorithm to 3D reliefs, which enables generating a distinct relief. The presented method can attain accurate 3D relief while maintaining good mesh quality without the necessity of a high-resolution input. When compared to alternative approaches, ours consistently demonstrates superior polygon quality and maintains relief boundaries that closely follow the texture contours.

Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call