A Crash Course on Texturing LiYi Wei 2005
- Slides: 39
A Crash Course on Texturing Li-Yi Wei 2005 at Tsinghua University, Beijing
What is texturing
Overview of texturing Texture generation You need to get the texture first Texture map You need to figure out how to wrap the texture Texture sampling You need to avoid artifacts GPU texturing issue You need to do this fast
Texture generation Draw by hand Оflexible О easy to control Хrequires artistic skills Хmostly looks artificial
Texture generation Photography Оeasy to deploy Оrealistic image Хcurvature problem – small patch Хlighting/shadowing/distortion problem
Texture generation Texture synthesis Оflexible Оeasy to deploy Оgeneral Оarbitrarily large result Хdifficult to design a good algorithm!
Texture synthesis Procedural synthesis Example-based synthesis
Procedural synthesis Synthesize texture by procedural code Оcompact Оfull control Оno resolution limit Хnot easy to author Хlimited category
Procedural synthesis examples
Perlin noise
Perlin noise examples
Example-based synthesis Synthesis from example Оgeneral Оeasy to use Хlimited resolution Хneed good algorithm
Example-based synthesis Huge literature I will only talk about recent work Pixel-based synthesis Patch-based synthesis Optimization
Pixel-based synthesis Synthesize pixels based on neighborhood [Efros & Leung 1999] [Wei & Levoy 2000]
Pixel-based synthesis examples Random Regular Oriented Semi-regular
Pixel-based synthesis failures
Patch-based synthesis [Liang et al 2001] [Efros & Freeman 2001]
Patch-based synthesis examples
Comparison input pixel-based patch-based
Texture mapping How to map a 2 D texture onto a 3 D surface? Minimal distortion No discontinuity It is not easy! Try to wrap a paper around a ball
Texture mapping methodology Huge literature, I will only cover Volume texture Surface synthesis Texture atlas Base-domain parameterization
Volume texture Surround the object with 3 D volume Оno distortion nor discontinuity Хmainly for isotropic textures Хlarge storage ХGPU unfriendly Оnatural for procedural synthesis
Surface synthesis Extend 2 D synthesis to 3 D surface Either pixel or patch based Оminimal distortion, no discontinuity Оanisotropic patterns Хonly applies to one object/texture combination
Texture atlas Divide the surface into planar patches Оpopular approach ОGPU friendly Хseam and distortion
Base-domain parameterization MAPS [Lee et al 1998] Parameterize based on coarse mesh Оless distortion/discontinuity than atlas Хless straightforward for GPU
Base-domain parameterization Poly-cube maps [2004] Use multiple cubemaps Оminimal distortion, no discontinuity Оcan be done on GPU
Texture sampling Aliasing Anti-aliasing
Aliasing, 1 D case Aliasing No aliasing
Aliasing, 2 D case
Aliasing, 2 D case
Isotropic versus Anisotropic filtering isotropic anisotropic
Anisotropic filtering implementation Ripmap Multiple probes
Texturing on GPU Model geometry as texture Bump map, displacement map, VDM Texture caching and compression
VDM View-dependent displacement map [Wang et al 2004]
VDM result bump horizon displacement VDM
Sphere marching GPU Gems II chapter 8
Texture compression DXT О simple and fast Хlimited compression ratio (8: 1)
Tile-based texturing on GPU [Wei 2004] Оbig compression Хlimited to homogeneous pattern Хcan look repetitive
Conclusion Look at the course paper for more details References Exercises Potential future work
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- Liyi wei
- Liyi wei
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