摘要 |
Systems and methods for generating 2D texture coordinates for 3D surfaces meshes may assign initial 2D texture coordinates to each node within a mesh using dead reckoning, compute a conformal mapping solution to revise the texture coordinates dependent on the initial mapping, and store the texture coordinates for subsequent use in a graphics application (e.g., applying a texture and/or re-meshing a surface). The methods may include designating one node as the origin, determining the shortest distance from each other node to the origin, and computing texture coordinates for each other node in order of increasing distance to the origin. The dead reckoning operation may compute texture coordinates of each node dependent on the distance and direction of a vector formed between the node and a neighbor node to which texture coordinates have already been assigned. Isometric terms reflecting stretching or compression may be introduced following convergence by the conformal mapping. |