Lapped Textures SIGGRAPH 2000 Emil Praun Adam Finkelstein Hugues Hoppe.

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Presentation transcript:

Lapped Textures SIGGRAPH 2000 Emil Praun Adam Finkelstein Hugues Hoppe

Traditional Approach: Problems Not view independent Seams between multiple images Lack of user control over local orientation and scaling of texture

Lapped Textures: Definition Repeatedly pasting texture patches onto an arbitrary surface until completely covered

Goal No apparent seams No obvious periodicity Low distortion Local texture control Anisotropy

In other words … textured surface ?

Approach texture patch surface

The Patch Polygonal image region with alpha mask blending Generic pattern for many textures texture patch

Patch Pasting texture patch surfacesurface “lapped textures”

Algorithm - Outline Cut texture patches Specify direction and scale fields REPEAT Select random texture patch T Select random uncovered location L Grow surface patch S around L to size of T Flatten S over T Paste and update UNTIL mesh is covered

Process texture patch surface

Process texture patch surface

Process texture patch surface

Process texture patch surface

In Detail Texture patch creation Specifying direction field Surface patch growth Patch parametrization Texture storage and rendering

In Detail Texture patch creation Specifying direction field Surface patch growth Patch parametrization Texture storage and rendering

Texture Patch Creation Structured Splotch

In Detail Texture patch creation Specifying direction field Surface patch growth Patch parametrization Texture storage and rendering

Direction Field

In Detail Texture patch creation Specifying direction field Surface patch growth Patch parametrization Texture storage and rendering

Polygonal Hulls Start w/ boundary pixels, edges between neighbors Conservatively simplify polygons

Surface Patch Growth

In Detail Texture patch creation Specifying direction field Surface patch growth Patch parametrization Texture storage and rendering

Patch Alignment texture patch surface

Tangential Vector Basis

Optimizing the Parametrization TT SS BB CC AA (T)(T)(T)(T) (T)(T)(T)(T) (S)(S)(S)(S) (S)(S)(S)(S) (A)(A)(A)(A) (A)(A)(A)(A) (B)(B)(B)(B) (B)(B)(B)(B) (C)(C)(C)(C) (C)(C)(C)(C)  tt^^ss ^^ face in 3D 2D texture space

Optimizing the Parametrization Minimizing “Least Squares Functional”

In Detail Texture patch creation Specifying direction field Surface patch growth Patch parametrization Texture storage and rendering

Texture Storage and Rendering Texture Atlas –Pre-composite into a global texture map. Runtime pasting –Composite at run-time using hardware

Texture Atlas Patches of triangles with similar normals

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

Tradeoffs Atlas +Faster rendering, more portable –Sampling artifacts Pasting –Increases model complexity +Effective resolution +Reusability of splotch parameterizations

Examples: Splotches

Examples: Anisotropic

Controlling Direction and Scale

25 frames per sec! 256 x 256 texture (282 times) 256 x 256 texture (282 times) 15,000 faces

Limitations low- frequency components boundarymismatch

Conclusions Effective texturing through:  Overlapping texture patche  Minimal edge blending Direction and scale Runtime pasting

Thank you