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Lapped Textures

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Lapped Textures. Emil Praun. Adam Finkelstein. Hugues Hoppe. Princeton University ... Anisotropy. Previous 2D Texture Synthesis. Histogram equalization [Heeger '96] ... – PowerPoint PPT presentation

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Title: Lapped Textures


1
Lapped Textures
  • Emil Praun
  • Adam Finkelstein
  • Hugues Hoppe

Princeton University Princeton University Microsof
t Research
2
Goal
mesh geometry
?
textured surface
example image
3
Goal
  • Little user effort
  • No apparent seams
  • No obvious periodicity
  • Low distortion
  • Local texture control
  • Anisotropy

4
Previous 2D Texture Synthesis
Histogram equalization Heeger 96 Laplacian
block shuffling de Bonet 97 Pixel template
matching Efros 99 Wei 00
5
Previous 2D Texture Synthesis
Histogram equalization Heeger 96 Laplacian
block shuffling de Bonet 97 Pixel template
matching Efros 99 Wei 00 Random pasting of
image blocks Xu 00
6
Previous 3D Texturing
  • Volumetric textures
  • Noise functions Perlin 85, Worley 96
  • Solid textures by example Ghazanfarpour 96
  • Synthesizing texture on a surface
  • Reaction-diffusion Turk 91, Witkin 91
  • Cellular textures Fleischer 95
  • Covering surface with triangular tiles Neyret
    99

7
Approach
texture patch
surface
8
Key Idea Patch Pasting
texture patch
lapped textures
surface
9
PROCESS
10
Algorithm
texture patch
surface
11
Algorithm
texture patch
surface
12
Algorithm
texture patch
surface
13
Algorithm
texture patch
surface
14
Issues
  1. Texture patch creation
  2. Specifying direction field
  3. Surface patch growth
  4. Patch parametrization
  5. Face coverage estimation
  6. Texture storage and rendering

15
Issues
  1. Texture patch creation
  2. Specifying direction field
  3. Surface patch growth
  4. Patch parametrization
  5. Face coverage estimation
  6. Texture storage and rendering

16
Texture Patch Creation
17
Less Structure ? Splotch
18
Issues
  1. Texture patch creation
  2. Specifying direction field
  3. Surface patch growth
  4. Patch parametrization
  5. Face coverage estimation
  6. Texture storage and rendering

19
Direction Field User-specified
20
Direction Field Local to Patch
21
Issues
  1. Texture patch creation
  2. Specifying direction field
  3. Surface patch growth
  4. Patch parametrization
  5. Face coverage estimation
  6. Texture storage and rendering

22
Patch Growth
23
Patch Growth
24
Patch Growth
25
Patch Growth
26
Patch Growth
27
Patch Growth
28
Patch Growth
29
Issues
  1. Texture patch creation
  2. Specifying direction field
  3. Surface patch growth
  4. Patch parametrization
  5. Face coverage estimation
  6. Texture storage and rendering

30
Align Patch to Direction Field
texture patch
surface
31
Tangential Vector Field
32
Optimizing the Parametrization
Least squares best match to unit axes Sparse
linear system. No explicit fairness functional
33
Result of Optimization
34
Issues
  1. Texture patch creation
  2. Specifying direction field
  3. Surface patch growth
  4. Patch parametrization
  5. Face coverage estimation
  6. Texture storage and rendering

35
Coverage estimation
Render patch triangles Flag covered
triangles Remember 1 pixel per uncovered
triangle
  • off-screen buffer

36
Coverage estimation
Render patch triangles Flag covered
triangles Remember 1 pixel per uncovered
triangle
  • off-screen buffer

37
Coverage estimation
Render patch triangles Flag covered
triangles Remember 1 pixel per uncovered
triangle
  • off-screen buffer

38
Issues
  1. Texture patch creation
  2. Specifying direction field
  3. Surface patch growth
  4. Patch parametrization
  5. Face coverage estimation
  6. Texture storage and rendering

39
Texture Storage and Rendering
  • Method 1 Texture Atlas
  • Pre-composite into a global texture map.
  • -- OR --
  • Method 2 Runtime pasting
  • Composite at run-time using hardware

40
Method 1 Texture Atlas
  • Patches of triangles with similar normals
  • 2D packing problem for arbitrary polygons

41
Method 2 Runtime Pasting
  • Store vertex coordinates for each patch
  • Composite at run-time using hardware
  • May render triangles several times

42
Atlas vs. Runtime Pasting
  • Atlas
  • Faster rendering, more portable
  • Easy to paint unique details (eyes, nose on
    bunny)
  • Sampling artifacts user effort
  • Pasting
  • Increases model complexity (? ?1.6 3)
  • Huge effective resolution
  • Reuse splotch parameterization for many textures

43
RESULTS
44
Results Splotches
(completely automatic no direction field)
45
Results Anisotropic
46
Controlling Direction and Scale
47
25 frames per sec!
48
Limitations
direction field singularities
low-frequency components
boundary mismatches
49
Video
50
Interactive Paint Demo
51
Timings
  • Texture patch creation 1 min
  • Specifying direction field 15 min
  • Surface patch growth
  • Patch parameterization
  • Face coverage estimation
  • Rendering 25fps _at_ 10242

Human effort
Preprocessing 20sec 6 min
Pentium III 733MHz, GeForce graphics
52
Conclusions
  • Effective texture-by-example through
  • ? Overlapping texture patches
  • ? Minimal edge blending
  • Aligning to direction field ? fast
    optimization
  • Runtime pasting ? high effective resolution

53
Future Work
  • Other texture types
  • Animated
  • Thick (volumetric) textures ? fur
  • NPR rendering
  • Greater automation
  • Fine-tuning patch placement
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