PolyCubeMaps - homepages

Welcome to the VCG pages of the PolyCubeMap project. Here you will find materials, updates, stuff to download, info, basically everything about this project.

So, what is a PolyCubeMap?
A PolyCubeMap is a mechanism that allow a seamless parameterization of a 3D mesh for texture mapping purposes. If you want, a new type of u-v mapping.

What is the concept behind PolyCubeMaps?

Is it really seamless? (coming soon)

Multires as an example application

PolyCubeMap construction (coming soon)

Gallery of PolyCubeMap-ped models


Get the slides used to present PolyCubeMaps at Siggraph 04 (notice: it takes ver 2002 of PowerPoint or equivalent to get the animations right). Note also these slides alone are intended as a support for an oral presentation of the paper (below) and therefore they are not always fully self-explainatory.

If you want, you can also see the three slides of the 50 sec teaser done at the FastForward paper section.



test PolyCubeMaps!

Here you will find all you need to
include PolyCubeMap-ped models in your application, including the fragment program, detailed instructions, and ready to use polyCubeMap-ped models and textures.

the preprint of the Siggraph 2004 paper (pdf, 6.7 MB)

abstract: Standard texture mapping of real-world meshes suffers from the presence of seams that need to be introduced in order to avoid excessive distortions and to make the topology of the mesh compatible to the one of the texture domain. In contrast, cube maps provide a mechanism that could be used for seamless texture mapping with low distortion, but only if the object roughly resembles a cube. We extend this concept to arbitrary meshes by using as texture domain the surface of a polycube whose shape is similar to that of the given mesh. Our approach leads to a seamless texture mapping method that is simple enough to be implemented in currently available graphics hardware.

short explainatory movie

Low res (7 MB)
High res (27 MB)

this movie has been captured live from a PC. The occasional jaggedness is due to the imperfect capture process: the original fps was always very smooth.

Page History:
sep 11: slides added
aug 24: added models, fragment program, etc
may 04: first version is out!

pages administrator:
Marco Tarini