Title: Spectral Texturing for RealTime Applications
1Spectral Texturing for Real-Time Applications
Presentation by Daniel Berger
Max Planck Institute for Biological
Cybernetics Tübingen, Germany
2Spectral Texturing
3Spectral Texturing
4Outline of the Talk
- Motivation
- Common limitations of textures
- How to overcome the limitations by using
multi-layer texturing - "Spectral Texturing" using textured transparency
channels - Spectral Texturing Limitations
- Outlook
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5Motivation
- Psychophysical experiment on flight illusions
- acceleration over textured ground plane
- Texture should have detailed structure
when viewed very close and far away
- Texture should not produce artifacts
- Rendering in real-time on a common PC,
using standard OpenGL
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6Texture Mapping Limitations
Textures have a limited resolution and size.
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7Texture Mapping Limitations - Aliasing
Textures generate aliasing if they contain
higher spatial frequencies than the screen
resolution
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8Texture Mapping Limitations - Remedies
Blockyness
Bilinear interpolation
Blurred Texture
Aliasing
Mip-mapping
Texture disappears far away
Pattern Repetitions
"Splatting", "Bombing" etc.
Many textured patches have to be rendered
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9Texture Mapping Limitations Mip-Mapping and
Interpolation
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10A spectral view on textures
Screen size
Screen resolution
Features smaller than texture resolution
Textures spectral coverage
Features larger than texture size
Blockyness
Repetitions
Spatial Frequency
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11A spectral view on textures
Screen size
Screen resolution
Aliasing
Textures spectral coverage
Blockyness
Repetitions
Spatial Frequency
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12A spectral view on textures Multi-Scale,
Multi-Level Texturing
Screen resolution
Screen size
Covering of blur by fine details
Mip-Mapping against aliasing
Aliasing
blurryness
Spatial Frequency
repeating structures
Covering of repeating tiles by large structures
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13Multi-Scale Texturing
Mip-Mapping
Pattern Repetitions
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14Multi-Scale Texturing
In each layer
- Mip-Mapping prevents aliasing
- Interpolation prevents blockyness
Between layers
- Larger-scaled layers cover repetitiveness of
smaller-scaled layers
- Smaller-scaled layers provide fine detail
("Detail Texturing")
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15Textured Transparency Maps
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16Textured Transparency Maps"Spectral Texturing"
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17Spectral Texturing is Realtime
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18Spectral Texturing
Color Map
Transparency Map
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19Spectral Texturing
Transparency map of each layer determines amount
of higher frequencies visible
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20Spectral Texturing
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21Back to the Motivation
?
- Texture generated for the experiment
- Texture has detailed structure when viewed
close and far away
?
- Texture does not produce artifacts when
scaled
?
- Rendering in realtime on a common PC is
possible, using standard OpenGL
?
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22Limitations of Spectral Textures
- control over phase only within frequency bands
- ? hard edges difficult to model
- textures with structurally different subtextures
difficult to model - similar restrictions on arbitrary surfaces
- as other flat textures
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23Extensions - Outlook
- Use different textures for the layers
- More complex textures by using several
transparency maps (pixel shaders) tree-like
texture construction
- Automatic generation of spectral textures
- from example photographs
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31Spectral Texturing Examples
http//www.kyb.tuebingen.mpg.de/berger/spectralte
xturing/