Cylindrical and Toroidal Parameterizations Without Vertex Seams
Marco Tarini
In Journal of Graphics Tools, 16(3), 2012.
Abstract: A simple rendering method to avoid vertex seams in cylindrical and toroidal UV mappings used for texture mapping is presented. (A vertex seam is a vertex duplication of a polygonal mesh with different texture coordinates assigned to the two geometrically coinciding copies.) As a result, the method leads to simpler, leaner, replication-free data structures. Is also allows for a higher degree of proceduralism in generation of texture coordinates. The method is general, trivial to implement (exhaustive pseudocode is provided), very low in cost on resources (with a virtually null impact on performance), and it leverages only basic mechanisms widely available in most GPU implementations. An open-source implementation is available at the address provided at the end of this article.
@article{Tarini:2012:CAT,
author = {Marco Tarini},
title = {Cylindrical and Toroidal Parameterizations Without Vertex Seams},
journal = {Journal of Graphics Tools},
volume = {16},
number = {3},
pages = {144--150},
year = {2012},
}
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