Component-based model synthesis for low polygonal models
Nicolas Maréchal, Éric Galin, Éric Guérin, Samir Akkouche
Graphics Interface, May 2010, pp. 217--224.
Abstract: This paper presents a method for semi-automatically generating a variety of different objects from an initial low polygonal model. Our approach aims at generating large sets of models with small variants with a view to avoiding instance replications which produce unrealistic repetitive patterns. The generation process consists in decomposing the initial object into a set of components. Their geometry and texture are edited and the modified components are then combined together to create a large set of varying models. Our method has been implemented in the Twilight 2 development framework of Eden Games and Widescreen Games and successfully experimented on different types of models.
@inproceedings{Marechal:2010:CMS,
author = {Nicolas Maréchal and Éric Galin and Éric Guérin and Samir Akkouche},
title = {Component-based model synthesis for low polygonal models},
booktitle = {Graphics Interface},
pages = {217--224},
month = may,
year = {2010},
}
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