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Spectral Texturing for RealTime Applications

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Title: Spectral Texturing for RealTime Applications


1
Spectral Texturing for Real-Time Applications
Presentation by Daniel Berger
Max Planck Institute for Biological
Cybernetics Tübingen, Germany
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Spectral Texturing
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Spectral Texturing
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Outline 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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Motivation
  • 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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Texture Mapping Limitations
Textures have a limited resolution and size.
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Texture Mapping Limitations - Aliasing
Textures generate aliasing if they contain
higher spatial frequencies than the screen
resolution
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Texture 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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Texture Mapping Limitations Mip-Mapping and
Interpolation
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A 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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A spectral view on textures
Screen size
Screen resolution
Aliasing
Textures spectral coverage
Blockyness
Repetitions
Spatial Frequency
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A 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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Multi-Scale Texturing
Mip-Mapping
Pattern Repetitions
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Multi-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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Textured Transparency Maps
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Textured Transparency Maps"Spectral Texturing"
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Spectral Texturing is Realtime
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Spectral Texturing
Color Map
Transparency Map
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Spectral Texturing
Transparency map of each layer determines amount
of higher frequencies visible
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Spectral Texturing
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Back 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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Limitations 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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Extensions - 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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Spectral Texturing Examples
http//www.kyb.tuebingen.mpg.de/berger/spectralte
xturing/
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