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A Crash Course on Texturing

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?anisotropic patterns. ?only applies to one object/texture ... Tile-based texturing on GPU [Wei 2004] ?big compression. ?limited to homogeneous pattern ... – PowerPoint PPT presentation

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Title: A Crash Course on Texturing


1
A Crash Course on Texturing
  • Li-Yi Wei
  • 2005
  • at Tsinghua University, Beijing

2
What is texturing
3
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

4
Texture generation
  • Draw by hand
  • ?flexible
  • ? easy to control
  • ?requires artistic skills
  • ?mostly looks artificial

5
Texture generation
  • Photography
  • ?easy to deploy
  • ?realistic image
  • ?curvature problem small patch
  • ?lighting/shadowing/distortion problem

6
Texture generation
  • Texture synthesis
  • ?flexible
  • ?easy to deploy
  • ?general
  • ?arbitrarily large result
  • ?difficult to design a good algorithm!

7
Texture synthesis
  • Procedural synthesis
  • Example-based synthesis

8
Procedural synthesis
  • Synthesize texture by procedural code
  • ?compact
  • ?full control
  • ?no resolution limit
  • ?not easy to author
  • ?limited category

9
Procedural synthesis examples
10
Perlin noise
11
Perlin noise examples
12
Example-based synthesis
  • Synthesis from example
  • ?general
  • ?easy to use
  • ?limited resolution
  • ?need good algorithm

13
Example-based synthesis
  • Huge literature
  • I will only talk about recent work
  • Pixel-based synthesis
  • Patch-based synthesis
  • Optimization

14
Pixel-based synthesis
  • Synthesize pixels based on neighborhood
  • Efros Leung 1999 Wei Levoy 2000

15
Pixel-based synthesis examples
Oriented
Random
Regular
Semi-regular
16
Pixel-based synthesis failures
17
Patch-based synthesis
  • Liang et al 2001 Efros Freeman 2001

18
Patch-based synthesis examples
19
Comparison
input
pixel-based
patch-based
20
Texture mapping
  • How to map a 2D texture onto a 3D surface?
  • Minimal distortion
  • No discontinuity
  • It is not easy! Try to wrap a paper around a ball

21
Texture mapping methodology
  • Huge literature, I will only cover
  • Volume texture
  • Surface synthesis
  • Texture atlas
  • Base-domain parameterization

22
Volume texture
  • Surround the object with 3D volume
  • ?no distortion nor discontinuity
  • ?mainly for isotropic textures
  • ?large storage
  • ?GPU unfriendly
  • ?natural for procedural synthesis

23
Surface synthesis
  • Extend 2D synthesis to 3D surface
  • Either pixel or patch based
  • ?minimal distortion, no discontinuity
  • ?anisotropic patterns
  • ?only applies to one object/texture combination

24
Texture atlas
  • Divide the surface into planar patches
  • ?popular approach
  • ?GPU friendly
  • ?seam and distortion

25
Base-domain parameterization
  • MAPS Lee et al 1998
  • Parameterize based on coarse mesh
  • ?less distortion/discontinuity than atlas
  • ?less straightforward for GPU

26
Base-domain parameterization
  • Poly-cube maps 2004
  • Use multiple cubemaps
  • ?minimal distortion, no discontinuity
  • ?can be done on GPU

27
Texture sampling
Aliasing
Anti-aliasing
28
Aliasing,1D case
Aliasing
No aliasing
29
Aliasing, 2D case
30
Aliasing, 2D case
31
Isotropic versus Anisotropic filtering
isotropic
anisotropic
32
Anisotropic filtering implementation
  • Ripmap
  • Multiple probes

33
Texturing on GPU
  • Model geometry as texture
  • Bump map, displacement map, VDM
  • Texture caching and compression

34
VDM
  • View-dependent displacement map Wang et al 2004

35
VDM result
bump
horizon
displacement
VDM
36
Sphere marching
  • GPU Gems II chapter 8

37
Texture compression
  • DXT
  • ? simple and fast
  • ?limited compression ratio (81)

38
Tile-based texturing on GPU
  • Wei 2004
  • ?big compression
  • ?limited to homogeneous pattern
  • ?can look repetitive

39
Conclusion
  • Look at the course paper for more details
  • References
  • Exercises
  • Potential future work

40
(No Transcript)
41
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