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Octree Textures on Graphics Hardware

@inproceedings{Kniss:2005:OTO,
title="Octree Textures on Graphics Hardware",
booktitle="ACM SIGGRAPH 2005 Conference Abstracts and Applications",
author="Joe M. Kniss AND Aaron Lefohn AND Robert Strzodka AND Shubhabrata Sengupta AND John D. Owens ",
year="2005",
month=aug,
url="http://graphics.cs.ucdavis.edu/~lefohn/work/glift/",
location="Los Angeles, CA",
eventtime="August 1--4, 2005",
abstract="We implement an interactive 3D painting application that stores paint in an octree-like GPU-based adaptive data structure. Interactive painting of complex or unparameterized surfaces is an important problem in the digital film community. Many models used in production environments are either difficult to parameterize or are unparameterized implicit surfaces. We address this problem with a system that allows interactive 3D painting of complex, unparameterized models. The included movie demonstrates interactive painting of a 817k polygon model with effective paint resolutions varying between 64^3 to 2048^3. Our implementation differs from previous work in two important ways: first, it uses an adaptive data structure implemented entirely on the GPU, and second, it enables interactive performance with high quality by supporting quadlinear (mipmapped) filtering and fast, constant-time data accesses.",
}
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