As a guest user you are not logged in or recognized by your IP address. You have
access to the Front Matter, Abstracts, Author Index, Subject Index and the full
text of Open Access publications.
Texture mapping is a crucial supplement to modeling in 3D graphic simulation technology. Relatively small objects in a simulation environment can be represented with textures rather than by modeling, which helps economize on precious data storage space. Textures also lend some surfaces a more realistic appearance, both for the user and the viewer. The production of a texture, however, is a very complex process of repeated trial-and-error approximations. This inspired the idea of using mathematical formulas to determine the optimal texture so that the desired simulation environment is achieved with maximum effect and efficiency. In this paper the mathematical formulas for producing optimal texture are described. The results are presented as applied in a surgical robot simulation environment in an operating room.
This website uses cookies
We use cookies to provide you with the best possible experience. They also allow us to analyze user behavior in order to constantly improve the website for you. Info about the privacy policy of IOS Press.
This website uses cookies
We use cookies to provide you with the best possible experience. They also allow us to analyze user behavior in order to constantly improve the website for you. Info about the privacy policy of IOS Press.