your shader complexity is low because you used true polygon models instead of just a masked plane to prevent alpha overdraw?
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What should you read when you have some free time? Sebastien Deguy, founder and CEO at Allegorithmic, suggests checking out a work by Victor Lucquin.
If you happen to be attending Siggraph Asia tomorrow in Bangkok, Thailand, don’t miss this paper from our PhD student Victor Lucquin.
The paper describes the SeamCut system that lets users design a structured set of smooth curves on a surface to govern the segmentation used for computing a parameterization.
Mesh parameterization consists in unwrapping mesh regions having the topology of a disk onto the 2D plane. This geometry process is fundamental for 2D texture mapping and instrumental for a number of surface analysis primitives. Typically, users execute automatic unwrapping algorithms on handmade disk-like patches, whose design, often called “seaming” induces a massive amount of tedious manual actions to select the edges of the mesh that eventually form the regions boundaries i.e., the seams. We propose SeamCut, an analytic and interactive segmentation framework to build an organized set of curves, cutsand seams, prior to surface parameterization. While the cuts are in charge of dividing the mesh in semantic parts, the seams aim at minimizing parameterization distortion. To tailor them, our method analyzes the surface geometry using only sparse high level interactions on the surface, where we adopt a field-based approach to generate the curves independently of the actual connectivity of the mesh. Once stable, the curve set may be used to remesh the input or snapped to the mesh edges, giving rise to a consistent mesh segmentation ready for automatic parameterization. We evaluate our live surface analysis system on a variety of models and report interactive performances.