Information
- Publication Type: Bachelor Thesis
- Workgroup(s)/Project(s):
- Date: 2016
- Date (Start): April 2015
- Date (End): August 2016
- Matrikelnummer: 0726342
- Note: 1
- First Supervisor: Ivan Viola
Abstract
Visualizing cells, in particular cell membranes, is the inspiration for this work. The goal of the presented methods is the efficient visualization of phospholipid membranes. A prominent role hereby plays the concept of seamlessly texturing a surface in threedimensional space. By using suitable texture patches, memory consumption can be kept low. The developed algorithm first creates a texture mesh that stays faithful to the surface structure of a user-provided input-mesh. This texture mesh consists of equilateral triangles. The triangulation is achieved by first simulating repulsion between the vertices making up the texture mesh. This way they are moved around on the surface of the input-mesh until they are uniformly distributed. Mapping texture onto equilateral triangles becomes trivial if triangular texture patches are assumed as well. Thus, seamless texturing is achieved. The implementation is described in detail, followed by the demonstration of results. Also, an exemplary performance-analysis is given, highlighting benefits and shortcomings of the algorithm, especially concerning runtime. Additionally, a short overview of related and prior work is given. The used framework is Unity 3D.Additional Files and Images
Weblinks
No further information available.BibTeX
@bachelorsthesis{glinzner-2016-tex, title = "Texturing of 3D Objects using Simple Physics and Equilateral Triangle Patches", author = "Matthias Glinzner", year = "2016", abstract = "Visualizing cells, in particular cell membranes, is the inspiration for this work. The goal of the presented methods is the efficient visualization of phospholipid membranes. A prominent role hereby plays the concept of seamlessly texturing a surface in threedimensional space. By using suitable texture patches, memory consumption can be kept low. The developed algorithm first creates a texture mesh that stays faithful to the surface structure of a user-provided input-mesh. This texture mesh consists of equilateral triangles. The triangulation is achieved by first simulating repulsion between the vertices making up the texture mesh. This way they are moved around on the surface of the input-mesh until they are uniformly distributed. Mapping texture onto equilateral triangles becomes trivial if triangular texture patches are assumed as well. Thus, seamless texturing is achieved. The implementation is described in detail, followed by the demonstration of results. Also, an exemplary performance-analysis is given, highlighting benefits and shortcomings of the algorithm, especially concerning runtime. Additionally, a short overview of related and prior work is given. The used framework is Unity 3D.", note = "1", address = "Favoritenstrasse 9-11/E193-02, A-1040 Vienna, Austria", school = "Institute of Computer Graphics and Algorithms, Vienna University of Technology ", URL = "https://www.cg.tuwien.ac.at/research/publications/2016/glinzner-2016-tex/", }