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11
A Multi-Source Geodesic Distance Field approach
for Procedural Texturing of Complex Meshes
A Multi-Source Geodesic Distance Field approach
for Procedural Texturing of Complex Meshes
GeotexturesGeotextures
Guilherme N. OliveiraRafael P. Torchelsen
João L.D. CombaMarcelo Walter
Rui Bastos
Guilherme N. OliveiraRafael P. Torchelsen
João L.D. CombaMarcelo Walter
Rui Bastos
22
MotivationMotivation
Procedural textures
• Detail
• Compact representation
• Resolution
• Parametric control
• Animation
Procedural textures
• Detail
• Compact representation
• Resolution
• Parametric control
• Animation
33
MotivationMotivation
Our focus:
• Procedural features mapping
• Complex surfaces
• No genus restriction
• Triangle meshes
• No regularity restriction
Our focus:
• Procedural features mapping
• Complex surfaces
• No genus restriction
• Triangle meshes
• No regularity restriction
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Procedural features mappingProcedural features mapping
MotivationMotivation
Procedural textured surfaceProcedural textured surface
New texture feature addedNew texture feature added
Continuous feature propagation over time
Continuous feature propagation over time
55
MotivationMotivation
Procedural features mapping
• Simple for the sphere model.
• What about complex models?
Procedural features mapping
• Simple for the sphere model.
• What about complex models?
HebeHebe FertilityFertility Genus-3
Genus-3
ChairChair
66
MotivationMotivation
Texture mapping
• 2D texture space: dependant of the consistent assignment of texture coordinates over the surface.
• 3D object space: has no correlation with the relief of the surface.
Texture mapping
• 2D texture space: dependant of the consistent assignment of texture coordinates over the surface.
• 3D object space: has no correlation with the relief of the surface.
77
MotivationMotivation
2D texture space mapping2D texture space mapping
88
MotivationMotivation
3D object space mapping3D object space mapping
99
SolutionSolution
• A consistent global 2D texture space:
• Distances can be calculated in rendering stage.
• Harder to achieve.
• Geodesic distance field:
• Pre-calculated distances.
• No need for a global 2D texture space.
• Our approach.
• A consistent global 2D texture space:
• Distances can be calculated in rendering stage.
• Harder to achieve.
• Geodesic distance field:
• Pre-calculated distances.
• No need for a global 2D texture space.
• Our approach.
1010
Charts subdivision(Cohen et al.)
Charts subdivision(Cohen et al.)
GeodesicsGeodesics
Base mesh (Torchelsen et al.)Base mesh (Torchelsen et al.)
Input MeshInput Mesh
Atlas parameterization
(Sheffer et al. ABF++)
Atlas parameterization
(Sheffer et al. ABF++)
Boundary preserving charts
retriangulation
Boundary preserving charts
retriangulation
1111
GeodesicsGeodesics
Distance Field CalculationDistance Field Calculation
Geodesic distance calculation
(Surazhsky et al.)
Geodesic distance calculation
(Surazhsky et al.)
1212
GeotexturesGeotextures
OverviewOverview
Merge
Shader
Shader
Calculate
Field(v2)
Calculate
Field(v1)
Pre-Processing
CreateBase Mesh
Time
1313
GeotexturesGeotextures
ResultResult
1414
GeotexturesGeotextures
Merged fieldsMerged fields
1515
GeotexturesGeotextures
Multiple sources propagationMultiple sources propagation
1616
GeotexturesGeotextures
OpacityOpacity
1717
GeotexturesGeotextures
Distance field distortionDistance field distortion
1818
GeotexturesGeotextures
Different materials for different sourcesDifferent materials for different sources
1919
GeotexturesGeotextures
Multiple materials for each source• Add noise to the threshold values instead of the
distance field
Multiple materials for each source• Add noise to the threshold values instead of the
distance field
2020
GeotexturesGeotextures
Distance field calculation times• Bound to triangles and charts amount.
• Still not enough for real-time calculation of new fields.
Distance field calculation times• Bound to triangles and charts amount.
• Still not enough for real-time calculation of new fields.
2121
GeotexturesGeotextures
Rendering stage FPS• Bound to procedural texture complexity.
Rendering stage FPS• Bound to procedural texture complexity.
2222
GeotexturesGeotextures
Future work directions• Creation of new sources of propagation in real-time.
• Improving material behavior with other distance fields properties. (Gradient, curl …)
• Modeling interaction between different distance fields and materials.
Future work directions• Creation of new sources of propagation in real-time.
• Improving material behavior with other distance fields properties. (Gradient, curl …)
• Modeling interaction between different distance fields and materials.
2323
Thank you!Thank you!