Graphics Reference
In-Depth Information
Figure 1.2. Normal rendering. Incorrectly interpolated quaternions (left) and correctly
interpolated quaternions after alignment (right). [Image courtesy of Mail.Ru Group.]
at some point, a u -coordinate will change from 0 to 1 at the neighboring vertices,
resulting in the whole texture u -range being mapped to the single triangle. To
avoid this, artists duplicate the vertices of the model, having as a result vertices
v and v with the same position but different texture coordinates. This fact
allows us to align quaternions at neighboring vertices without any further vertex
duplication, which is described in Algorithm 1.1.
(u, v) = (0, 1)
(u, v) = (0, 0)
(u, v) = (0, 0)
(u, v) = (0, 1)
(u, v) = (1, 1)
(u, v) = (1, 1)
(u, v) = (1, 0)
(u, v) = (1, 0)
Figure 1.3. Textured cylinder object.
Search WWH ::




Custom Search