Programming Assignment 2

Yiming Liu (yimingl@princeton.edu)

Oct 29


Parameterization and Texture Mapping

To parameterize the mesh, my program first asks the user to select one edge on the mesh. The edge will determine two adjacent triangles on the mesh. Then I set the coordinates for the 4 vertices to be corners of a unit square, force the laplacian of every vertex to zero, and solve the linear system. The solution will be completely on a plane, and inside the unit square. Every vertex's coordinate can be used as a uv coordinate for texture mapping.

Here I demonstrate the parameterization and texture mapping results of two meshes. Honestly speaking, the result is not satisfying, because forcing the texture borders on a very small area will cause very severe distortion. The smaller the area is, the more distortion there is. That is also the reason why I choose so simple and coarse meshes to demonstrate in this section. A better way for parameterization in my opinion, is to first a longer cut to make the mesh homeomorphic to a topological disk, then bind two opposite edges of the unit square to the cut, and recontruct with zero laplacian.


ico

First, select an edge. The two adjacent faces are drawn with blue color:


Parameterization Result:


UV Map (red channel for u, and green channel for v) and Teture Mapping Result:

Bird

Setting:
First, select an edge. The two adjacent faces are drawn with blue color:


Parameterization Result:


UV Map (red channel for u, and green channel for v) and Teture Mapping Result: