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1 A Multi-Source Geodesic Distance Field approach for Procedural Texturing of Complex Meshes Geotextures Guilherme N. Oliveira Rafael P. Torchelsen João L.D. Comba Marcelo Walter Rui Bastos

11 A Multi-Source Geodesic Distance Field approach for Procedural Texturing of Complex Meshes A Multi-Source Geodesic Distance Field approach for Procedural

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Page 1: 11 A Multi-Source Geodesic Distance Field approach for Procedural Texturing of Complex Meshes A Multi-Source Geodesic Distance Field approach for Procedural

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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

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MotivationMotivation

Procedural textures

• Detail

• Compact representation

• Resolution

• Parametric control

• Animation

Procedural textures

• Detail

• Compact representation

• Resolution

• Parametric control

• Animation

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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

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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

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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.

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MotivationMotivation

2D texture space mapping2D texture space mapping

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MotivationMotivation

3D object space mapping3D object space mapping

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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.

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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

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GeodesicsGeodesics

Distance Field CalculationDistance Field Calculation

Geodesic distance calculation

(Surazhsky et al.)

Geodesic distance calculation

(Surazhsky et al.)

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GeotexturesGeotextures

OverviewOverview

Merge

Shader

Shader

Calculate

Field(v2)

Calculate

Field(v1)

Pre-Processing

CreateBase Mesh

Time

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GeotexturesGeotextures

ResultResult

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GeotexturesGeotextures

Merged fieldsMerged fields

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GeotexturesGeotextures

Multiple sources propagationMultiple sources propagation

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GeotexturesGeotextures

OpacityOpacity

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GeotexturesGeotextures

Distance field distortionDistance field distortion

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GeotexturesGeotextures

Different materials for different sourcesDifferent materials for different sources

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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

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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.

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GeotexturesGeotextures

Rendering stage FPS• Bound to procedural texture complexity.

Rendering stage FPS• Bound to procedural texture complexity.

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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.

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Thank you!Thank you!