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[ACM Press ACM SIGGRAPH 2013 Talks - Anaheim, California (2013.07.21-2013.07.25)] ACM SIGGRAPH 2013...

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Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author. SIGGRAPH 2013, July 21 – 25, 2013, Anaheim, California. 2013 Copyright held by the Owner/Author. ACM 978-1-4503-2261-4/13/07 Discrete Texture Design Using a Programmable Approach Hugo Loi 1 , Thomas Hurtut 2 , Romain Vergne 1 , Jo¨ elle Thollot 1 1 Inria-LJK (U. Grenoble, CNRS) 2 LIPADE - U. Paris Descartes Figure 1: In our approach each texture is the result of a simple program. Based on a set of combinable operators, a large variety of distributions can be intuitively described and produced. See the scripts corresponding to these images in supplemental material. 1 Introduction Many rendering methods use discrete textures (planar arrangements of vector elements) instead of classic bitmaps. Discrete textures are resolution-insensitive and easily allow to modify the elements’ ge- ometry or spatial distribution. However, manually drawing such textures is a time-consuming task. Automating this production is a long-time studied subject. The methods designed for this purpose deal with a difficult tradeoff between the reachable variety of tex- tures and the usability for a community of users. Numerous models have been proposed for representing discrete tex- tures. These methods can be roughly classified into two categories: local models, that constrain the neighborhood structure of elements, and parametric models, that describe the global statistics of ele- ments’ spatial distribution. In order to be usable by artists, these approaches are mainly designed to allow by-example texture syn- thesis. However, the variety of textures they can achieve is limited by the difficulty for parametric models to represent local structures, or by the low ability for local models to capture large scale effects. In this talk, we show that considering discrete textures as programs allow for a larger variety of textures than relying on a given model. These programs combine operators that distribute points, curves or regions on the plane. We propose a small set of such operators and we let the user write the texture program by combining them, such as in [Grabli et al. 2010] for stylized line drawing. The variety of textures reachable by this representation is then bounded by the combinatorial of the proposed operators. In return, we adress a different community of users, such as technical directors, due to the required use of a programmable interface. A larger audience can be attended by hiding the programming langage with a graph- based visual notation. Contributions We propose a small set of atomic operators that distribute points, curves and regions on the plane, and we show their efficiency for representing a large variety of discrete textures. We factorize the redundant concepts between classic element distribution algorithms such as dart throwing and Lloyd’s re- laxation, by expressing them with our atomic operator set. This allows us to design a large number of variants of these algorithms that share the same factorized representation. This work has been sponsored by the ANR MAPSTYLE #12-CORD- 0025 and ANR SPIRIT #11-JCJC-008-01. 2 Programs and Operators We provide a set of operators for manipulating scalars (boolean, integer or real values) or elements (points, curves and regions in the 2D plane), and a system drawn from functionnal programming for combining these operators as functors. We propose a generic and factorized formulation of greedy (without backtrack) element distribution algorithms: while (loop condition) do { - pinning: create a new point p - shaping p : create a region r given p - checking r : decide to keep r or not} Each of the four bold terms above denotes a user-chosen opera- tor. Figure 1a shows a classic anisotropic dart throwing obtained with our generic algorithm when the user chooses a maximum iter- ation number as loop condition, a random point pinning operator, a hatch shaping operator and a non-overlap checking operator. Figure 1b shows a result with same choices but a checking operator that keeps regions contained in rectangles previously distributed regu- larly with the same algorithm. Figure 1c shows the combination of 1b and another distribution whose checking operator keeps the re- gions outside the rectangles. Figure 1d differs from Figure 1a only on its shaping operator, which combines a random rotation and a continuous shrink of a user-drawn spiral element. We propose a similar formulation with shaping and pinning oper- ators for region-based relaxation methods, including Lloyd’s algo- rithm. Figure 1e shows a greedily-distributed set of regions, moved by our generic relaxation method and finally reshaped with a trans- formation of their Vorono¨ ı cells. Figure 1f shows a similarly dis- tributed and relaxed set of circle regions. It is combined with the same algorithm than for 1a, but with a shaping operator that creates stylized stream lines around the distribution of circles. Figure 1g in- terlocks greedy distributions with pinning along curves and stream line shaping on the basis of a relaxed distribution of circles. Our operator set is highly extensible and combinable, allowing a better adaptation to user’s needs and further distribution concepts. See our supplementary document for our operators’ reference and the programs corresponding to Figure 1. References GRABLI , S., TURQUIN, E., DURAND, F., AND SILLION, F. X. 2010. Programmable rendering of line drawing from 3D scenes. ACM Trans. Graph. 29, 2, 1–20.
Transcript

Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author. SIGGRAPH 2013, July 21 – 25, 2013, Anaheim, California. 2013 Copyright held by the Owner/Author. ACM 978-1-4503-2261-4/13/07

Discrete Texture Design Using a Programmable Approach

Hugo Loi1�, Thomas Hurtut2, Romain Vergne1, Joelle Thollot11Inria-LJK (U. Grenoble, CNRS) 2LIPADE - U. Paris Descartes

Figure 1: In our approach each texture is the result of a simple program. Based on a set of combinable operators, a large variety ofdistributions can be intuitively described and produced. See the scripts corresponding to these images in supplemental material.

1 Introduction

Many rendering methods use discrete textures (planar arrangementsof vector elements) instead of classic bitmaps. Discrete textures areresolution-insensitive and easily allow to modify the elements’ ge-ometry or spatial distribution. However, manually drawing suchtextures is a time-consuming task. Automating this production is along-time studied subject. The methods designed for this purposedeal with a difficult tradeoff between the reachable variety of tex-tures and the usability for a community of users.

Numerous models have been proposed for representing discrete tex-tures. These methods can be roughly classified into two categories:local models, that constrain the neighborhood structure of elements,and parametric models, that describe the global statistics of ele-ments’ spatial distribution. In order to be usable by artists, theseapproaches are mainly designed to allow by-example texture syn-thesis. However, the variety of textures they can achieve is limitedby the difficulty for parametric models to represent local structures,or by the low ability for local models to capture large scale effects.

In this talk, we show that considering discrete textures as programsallow for a larger variety of textures than relying on a given model.These programs combine operators that distribute points, curves orregions on the plane. We propose a small set of such operatorsand we let the user write the texture program by combining them,such as in [Grabli et al. 2010] for stylized line drawing. The varietyof textures reachable by this representation is then bounded by thecombinatorial of the proposed operators. In return, we adress adifferent community of users, such as technical directors, due tothe required use of a programmable interface. A larger audiencecan be attended by hiding the programming langage with a graph-based visual notation.

Contributions

• We propose a small set of atomic operators that distributepoints, curves and regions on the plane, and we show theirefficiency for representing a large variety of discrete textures.

• We factorize the redundant concepts between classic elementdistribution algorithms such as dart throwing and Lloyd’s re-laxation, by expressing them with our atomic operator set.This allows us to design a large number of variants of thesealgorithms that share the same factorized representation.

�This work has been sponsored by the ANR MAPSTYLE #12-CORD-0025 and ANR SPIRIT #11-JCJC-008-01.

2 Programs and Operators

We provide a set of operators for manipulating scalars (boolean,integer or real values) or elements (points, curves and regions inthe 2D plane), and a system drawn from functionnal programmingfor combining these operators as functors. We propose a genericand factorized formulation of greedy (without backtrack) elementdistribution algorithms:while (loop condition) do {- pinning: create a new point p- shapingppq: create a region r given p- checkingprq: decide to keep r or not}Each of the four bold terms above denotes a user-chosen opera-tor. Figure 1a shows a classic anisotropic dart throwing obtainedwith our generic algorithm when the user chooses a maximum iter-ation number as loop condition, a random point pinning operator, ahatch shaping operator and a non-overlap checking operator. Figure1b shows a result with same choices but a checking operator thatkeeps regions contained in rectangles previously distributed regu-larly with the same algorithm. Figure 1c shows the combination of1b and another distribution whose checking operator keeps the re-gions outside the rectangles. Figure 1d differs from Figure 1a onlyon its shaping operator, which combines a random rotation and acontinuous shrink of a user-drawn spiral element.

We propose a similar formulation with shaping and pinning oper-ators for region-based relaxation methods, including Lloyd’s algo-rithm. Figure 1e shows a greedily-distributed set of regions, movedby our generic relaxation method and finally reshaped with a trans-formation of their Voronoı cells. Figure 1f shows a similarly dis-tributed and relaxed set of circle regions. It is combined with thesame algorithm than for 1a, but with a shaping operator that createsstylized stream lines around the distribution of circles. Figure 1g in-terlocks greedy distributions with pinning along curves and streamline shaping on the basis of a relaxed distribution of circles.

Our operator set is highly extensible and combinable, allowing abetter adaptation to user’s needs and further distribution concepts.See our supplementary document for our operators’ reference andthe programs corresponding to Figure 1.

References

GRABLI, S., TURQUIN, E., DURAND, F., AND SILLION, F. X.2010. Programmable rendering of line drawing from 3D scenes.ACM Trans. Graph. 29, 2, 1–20.

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