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For every research paper that begins with "first, generate a unique texture parameterization", I point to the horrible agony of game developers trying to create reasonable texture parameterizations: twitter.com/ssylvan/status miciwan.com/SIGGRAPH2013/L gamasutra.com/view/feature/1 etc. :)
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New blog post! Fixing texture seams with linear least squares: sebastiansylvan.com/post/LeastSqua
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...and depend on artists to hide all of seams, leaks, and discontinuities :/ I've seen a lot of bushes and rocks placed over terrain seams, decorative moulding covering lightmap leaks at corners, belts & armor covering normal map discontinuities.
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Good parameterizations, water-tight models, LODs, probe positions, etc. are all POSSIBLE, and artists achieve them every day. However, it is a mistake when research papers consider time-consuming manual tuning and least-bad automated solutions to be a robust turnkey process.
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I think this _could_ be turnkey, but takes a lot of effort. Someone could probably make a good living doing nothing but developing a UV atlas middleware library (optimal splits, chart packing, seams, etc... and then after all that, make it super robust and fast).
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3) for densely modeled object, or at a distance, there is no filtering if faces are smaller than a pixel (or ray footprint). This because the top most aggregation level is the per-face 1x1 mipmap. Thus AA requires supersampling from outside the texture subsystem.
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Depends on how “pre” the pre-tessellation is. If you mean that tessellation is done before frame rendering, then no, that is not an issue: Per micropolygon indices to the original unsubdivided faces and the face UV is all that you need to access ptex for the unsubdivided model.
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