Per-face parameterization for Texture Mapping of Geometry in Real-Time
We investigate the mesh colors method for per-face parameterization for texture-mapping of geometry, implemented in the game engine Frostbite 3, for the purpose of evaluating the method compared to traditional texture-mapping in a real-time application. Traditional UV-mapping often causes discontinu...
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Format: | Others |
Language: | English |
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Linköpings universitet, Medie- och Informationsteknik
2014
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Online Access: | http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-112107 |