Lecture 8: Mesh Representations and Geometry Processing (42)
CharlesLiu02
Do extraordinary points ever cause any visible issues or artifacts when rendering and texturing?
kkoujah
Extraordinary points on a surface can cause issues and artifacts when rendering and texturing, especially in real-time applications where high performance is critical. I was reading if you can mitigate these issues and these issues can be mitigated or reduced using various techniques, depending on the specific needs of the application and the rendering quality requirements.
hukellyy
Extraordinary points can sometimes cause visible issues or artifacts during rendering and texturing. For example, in triangle mesh models, extraordinary points can result in holes, creases, or ridges in the surface, which can be noticeable when the surface is lit or when it is rendered with textures. To mitigate these issues, smoothing or displacement mapping could be employed to smooth out the surface and create a more uniform texture. Also, normal maps that store information about the surface normals of a model can be used to simulate bumps, creases, and other details without the need for high-resolution geometry. However, I think these can also introduce other types of issues, such as aliasing or other types of noise.
Do extraordinary points ever cause any visible issues or artifacts when rendering and texturing?
Extraordinary points on a surface can cause issues and artifacts when rendering and texturing, especially in real-time applications where high performance is critical. I was reading if you can mitigate these issues and these issues can be mitigated or reduced using various techniques, depending on the specific needs of the application and the rendering quality requirements.
Extraordinary points can sometimes cause visible issues or artifacts during rendering and texturing. For example, in triangle mesh models, extraordinary points can result in holes, creases, or ridges in the surface, which can be noticeable when the surface is lit or when it is rendered with textures. To mitigate these issues, smoothing or displacement mapping could be employed to smooth out the surface and create a more uniform texture. Also, normal maps that store information about the surface normals of a model can be used to simulate bumps, creases, and other details without the need for high-resolution geometry. However, I think these can also introduce other types of issues, such as aliasing or other types of noise.