Ptex: Per-face Texture Mapping for Production Rendering Brent Burley and Dylan Lacewell Walt Disney Animation Studios EGSR 2008 (See attached slide notes.

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Presentation transcript:

Ptex: Per-face Texture Mapping for Production Rendering Brent Burley and Dylan Lacewell Walt Disney Animation Studios EGSR 2008 (See attached slide notes for details)

Texture Mapping at Disney

Chicken Little 2003

170 textures Chicken Little 2003

Meet the Robinsons 2005

7637 Textures Meet the Robinsons 2005

Meet the Robinsons

6 million texture files 100,000+ textures per render Mean file size 30 KB Median file size 2.5 KB I/O Bound! Meet the Robinsons

Bolt 2008 Pre-production estimate: 5x complexity of Meet the Robinsons Already at limits of texture system

Reference Painting 3d Render Bolt’s painterly approach placed additional demands on texture system.

Requirements for new texture system Film-quality General Efficient Setup-free

Filtering Requirements Anisotropic Filtering Aliasing-freeSeamless

Previous Texture Mapping Methods

Projection Painting

Seamless texture mapping of subdivision surfaces by model pelting and texture blending. Piponi and Borshukov, Siggraph Pelting

Least squares conformal maps for automatic texture atlas generation. Levy et al., Siggraph Atlas Methods

Volumetric Methods Painting and Rendering textures on unparameterized models. DeBry et al., Siggraph 2002.

Polycube-maps, Tarini et al., Siggraph Per-face Methods

Displaced Subdivision Surfaces. Lee et al., Siggraph Per-face Methods (cont.)

Ptex

Per-face textures

Face 7: adj. faces: {-1,8,17,-1} adj. edges: {x,3,0,x}, x=don’t care Per-face UVs and adjacency data

Painting Artists paint on limit surface in 3d painting system (tumble, paint, project). Auto-size feature compensates for parametric distortion. See video demonstration.

212,536 faces 1 ptex file 4x4 texels per face 3.4 million texels Auto-sized 3.4 million texels Texture sizing

Texture sizing - problem case Subd cageLimit surface

Sizing by control-face area Sizing by limit-surface area Sizing by derivative sampling Texture sizing - solution

Filtering

Filtering in PRMan

Filtering

Resolution Mismatch

Resolution Mismatch (cont.) Smooth surface Smooth normals vs.

Extraordinary Vertex

Results Artists love it More detail than ever before No aliasing problems I/O vastly improved

1024x1024 pixelsPer-patch texturesPtex CPU seconds # I/O calls18,581,0589,209 20x20 pixelsPer-patch texturesPtex CPU seconds272 # I/O calls4,218,73384 Results

Glago’s Guest 2008

Bolt Bolt has nearly completed production. Ptex has been an unqualified success.

Future Currently adding non-quad support (straightforward, described in paper). Considering Loop subd support. Interesting question - what shape should texels be on a triangle mesh (triangular, quadrilateral, hexagonal)?