New for: D4
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.