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A Crash Course on Texturing Li-Yi Wei 2005 at Tsinghua University, Beijing.

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Presentation on theme: "A Crash Course on Texturing Li-Yi Wei 2005 at Tsinghua University, Beijing."— Presentation transcript:

1 A Crash Course on Texturing Li-Yi Wei 2005 at Tsinghua University, Beijing

2 What is texturing

3 Overview of texturing Texture generation You need to get the texture first Texture map You need to figure out how to wrap the texture Texture sampling You need to avoid artifacts GPU texturing issue You need to do this fast

4 Texture generation Draw by hand Оflexible О easy to control Хrequires artistic skills Хmostly looks artificial

5 Texture generation Photography Оeasy to deploy Оrealistic image Хcurvature problem – small patch Хlighting/shadowing/distortion problem

6 Texture generation Texture synthesis Оflexible Оeasy to deploy Оgeneral Оarbitrarily large result Хdifficult to design a good algorithm!

7 Texture synthesis Procedural synthesis Example-based synthesis

8 Procedural synthesis Synthesize texture by procedural code Оcompact Оfull control Оno resolution limit Хnot easy to author Хlimited category

9 Procedural synthesis examples

10 Perlin noise

11 Perlin noise examples

12 Example-based synthesis Synthesis from example Оgeneral Оeasy to use Хlimited resolution Хneed good algorithm

13 Example-based synthesis Huge literature I will only talk about recent work Pixel-based synthesis Patch-based synthesis Optimization

14 Pixel-based synthesis Synthesize pixels based on neighborhood [Efros & Leung 1999] [Wei & Levoy 2000]

15 Pixel-based synthesis examples Random Oriented RegularSemi-regular

16 Pixel-based synthesis failures

17 Patch-based synthesis [Liang et al 2001] [Efros & Freeman 2001]

18 Patch-based synthesis examples

19 Comparison inputpixel-basedpatch-based

20 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

21 Texture mapping methodology Huge literature, I will only cover Volume texture Surface synthesis Texture atlas Base-domain parameterization

22 Volume texture Surround the object with 3D volume Оno distortion nor discontinuity Хmainly for isotropic textures Хlarge storage ХGPU unfriendly Оnatural for procedural synthesis

23 Surface synthesis Extend 2D synthesis to 3D surface Either pixel or patch based Оminimal distortion, no discontinuity Оanisotropic patterns Хonly applies to one object/texture combination

24 Texture atlas Divide the surface into planar patches Оpopular approach ОGPU friendly Хseam and distortion

25 Base-domain parameterization MAPS [Lee et al 1998] Parameterize based on coarse mesh Оless distortion/discontinuity than atlas Хless straightforward for GPU

26 Base-domain parameterization Poly-cube maps [2004] Use multiple cubemaps Оminimal distortion, no discontinuity Оcan be done on GPU

27 Texture sampling Aliasing Anti-aliasing

28 Aliasing,1D case Aliasing No aliasing

29 Aliasing, 2D case

30

31 Isotropic versus Anisotropic filtering isotropic anisotropic

32 Anisotropic filtering implementation RipmapMultiple probes

33 Texturing on GPU Model geometry as texture Bump map, displacement map, VDM Texture caching and compression

34 VDM View-dependent displacement map [Wang et al 2004]

35 VDM result bumphorizondisplacementVDM

36 Sphere marching GPU Gems II chapter 8

37 Texture compression DXT О simple and fast Хlimited compression ratio (8:1)

38 Tile-based texturing on GPU [Wei 2004] Оbig compression Хlimited to homogeneous pattern Хcan look repetitive

39 Conclusion Look at the course paper for more details References Exercises Potential future work

40

41 S2005 Arial, Bold, 37 points This subtitle is 27 points Bullets are orange They have 110% line spacing, 6 points before/after Longer bullets in the form of a paragraph are harder to read if there is insufficient line spacing. This is the maximum recommended number of lines per slide (seven). Sub bullets look like this


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