Date post: | 20-Dec-2015 |
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Overview of texturing
Texture generationYou need to get the texture first
Texture mapYou need to figure out how to wrap the texture
Texture samplingYou need to avoid artifacts
GPU texturing issueYou need to do this fast
Texture generation
Draw by handОflexible
О easy to control
Хrequires artistic skills
Хmostly looks artificial
Texture generation
PhotographyОeasy to deploy
Оrealistic image
Хcurvature problem – small patch
Хlighting/shadowing/distortion problem
Texture generation
Texture synthesisОflexible
Оeasy to deploy
Оgeneral
Оarbitrarily large result
Хdifficult to design a good algorithm!
Procedural synthesis
Synthesize texture by procedural codeОcompact
Оfull control
Оno resolution limit
Хnot easy to author
Хlimited category
Example-based synthesis
Synthesis from exampleОgeneral
Оeasy to use
Хlimited resolution
Хneed good algorithm
Example-based synthesis
Huge literature
I will only talk about recent workPixel-based synthesis
Patch-based synthesis
Optimization
Pixel-based synthesis
Synthesize pixels based on neighborhood[Efros & Leung 1999] [Wei & Levoy 2000]
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
Texture mapping methodology
Huge literature, I will only coverVolume texture
Surface synthesis
Texture atlas
Base-domain parameterization
Volume texture
Surround the object with 3D volumeОno distortion nor discontinuity
Хmainly for isotropic textures
Хlarge storage
ХGPU unfriendly
Оnatural for procedural synthesis
Surface synthesis
Extend 2D synthesis to 3D surfaceEither pixel or patch based
Оminimal distortion, no discontinuity
Оanisotropic patterns
Хonly applies to one object/texture combination
Texture atlas
Divide the surface into planar patchesОpopular 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
Texturing on GPU
Model geometry as textureBump map, displacement map, VDM
Texture caching and compression
Tile-based texturing on GPU
[Wei 2004]Оbig compression
Хlimited to homogeneous pattern
Хcan look repetitive