C/C++ code to generate texture coordinates for a curved surface

  • C/C++ code to generate texture coordinates for a curved surface user664303

    I have a triangular mesh of a surface curved in two directions, e.g. a sphere. It is therefore not possible to roll this surface flat (essentially specifying a mapping to U,V texture coordinates) without distorting some of the triangles. Does anyone know of a C++ library that can take the mesh as input and produce as output suitable U,V texture coordinates for each mesh vertex, such that the resulting implied texture map distorts the triangles as little as possible?

    EDIT: An example of this process is described in this paper - "Least Squares Conformal Maps for Automatic Texture Atlas Generation". I'm basically after an implementation of that, or something which does the same thing.

  • If you are using OpenGL, gluSphere does it for i.e. a sphere. Make sure to read the part with gluQuadricTexture at the bottom of the page.

  • I use UNITY although you'll have to get used to the LUA scripting in it. But manipulating geometric objects is pretty smooth with it. Hope that helps.

  • My suggestion is to have an artist make the mesh and have them play around with UV mapping it. Tools like Max and Maya have advanced projection capabilities, as well as the ability for an artist to eyeball it until it looks right.

  • So, it sounds like you don't actually want a texture atlas per se, but instead just a generalized technique for performing a UV unmapping of an arbitrary mesh. Unwrapping can be used to create texture atlases, but not all texture atlases are UV unwrappings, which I why I bring up the distinction.

    Unwrapping is a mesh parameterization problem. Specialized solutions exist for simple cases, such as spheres, but arbitrary polygonal meshes are non-trivial. That said, it is a solvable problem because most modelling tools have the capability to do this kind of unwrapping. For example, you can check out Blender's documentation on unwrapping for example (in fact, were you particularly adventurous you could even poke around in Blender's source code to check out their implementations -- but that's probably crazy talk). There's also this tool.

    Blender uses the Least-Squares Conformal unwrapping technique, which you can find several academic papers on. This paper is one of the better ones. There is also the Angle-Based Flattening technique, which is related (though older, I believe).

    This page may also be of some utility. In particular, on that page you can find the OpenNL library which provides a C++ implementation of an iterative LSCM solver (it's the only one I know of outside of perhaps a few papers that might include a pseudocode implementation).

c++ textures 3d-meshes
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