Chinese Journal of Computers (计算机学报) 2013/36:12 PP.2499-2511
Texture baking can generate high-quality visual effect in real-time rendering. However, it requires significant memory consumption, which may limit the performance. To solve this problem, we propose an efficient light baking algorithm using adaptive mesh subdivision, which keeps less memory and higher frame-rate but approximate effect. Firstly, we put forward an adaptive subdivision pattern for triangles, and use quad-tree coding to represent sub-triangle subdivision. Secondly, the subdivision pattern for every triangle can be determined quickly on GPU. Thirdly, we use special stitching method to avoid T-vertices and crack between triangles. Finally, we present an optimized solution to calculate vertex colors. The subdivision levels and effect can be conveniently controlled by a user-tuned parameter. We show that the method can reduce 80% of memory requirements, while keep higher frame-rate and approximate effect with texture baking.