Lecture 8: Mesh Representations and Geometry Processing (9)
Hankwbot
With all the different ways to construct a 3D object, does it become really complicated to apply things like texture? Like in a video game, how do people make sure each triangle, on the surface of an object, holds the right color/picture?
smsunarto
Is there a quantitative method or "rule of thumb" to decide how detailed/regularized the mesh should be? Intuitively, increasing details seem to have a diminishing return since texture mapping alone can go a long way.
somaniarushi
It seems like sample distribution is definitely a sliding scale ranging from too little to too much. How does one decide what is "too little" and what is "too much"? Is there a way to get the sample distribution "just right"?
With all the different ways to construct a 3D object, does it become really complicated to apply things like texture? Like in a video game, how do people make sure each triangle, on the surface of an object, holds the right color/picture?
Is there a quantitative method or "rule of thumb" to decide how detailed/regularized the mesh should be? Intuitively, increasing details seem to have a diminishing return since texture mapping alone can go a long way.
It seems like sample distribution is definitely a sliding scale ranging from too little to too much. How does one decide what is "too little" and what is "too much"? Is there a way to get the sample distribution "just right"?