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Fast Paint Texture
Aaron HertzmannNew York University
Pierce Groover
CS 395 – NPR
Thursday, January 22, 2004
Overview
• Texture plays important part in visual appearance
• Methods can take a long time• Let’s build faster/easy algorithm to
work with existing programs and hardware
Overview
Other work
• Simulated buildup of material– Cockshott et al. ’92, Curtis et al. 97– Processing time, fluid dynamics
• Fixed texture maps– Bronskill, Litwinowicz, Meier,
Markosian– No paint mixing or building– No consistent lighting on individual
strokes
Implementation - Overview
• Raw color image (brush strokes)• Height field is computed
– Height of the painted surface at each pixel
• Final painting generated by bump-mapping the raw image (Phong shading)
Brush Strokes
• Hertzmann and Perlin 2000– Could be any type of stroke though
• Brush stroke specified by a smooth curve – brush radius – solid color.– texture mapped
• Brush strokes are tesselated as triangle strips
Brush Strokes
Opacity Map
Base Image
• Render a color image– Paint color for each
pixel, without lighting
• Composite every brush stroke in back-to-front order– Use opacity map and
paint color
Height Map
• Per-pixel height of the painted surface.• Initialized to black (zero height)• Height determined by texture map, then…
– First strokes are drawn very dark, later strokes drawn lighter.
– Boundaries between the two appear as height discontinuities
• Note that the height map is not cumulative. – Adding stroke heights difficult to prevent
hidden strokes
Height Map
Texture MapHeight Field
Lighting
• Bump-map original flat image using directional derivatives from height map– Phong shading
• Done!
Results
Results
Results
Results
Future Work
• New types of stroke textures and new lighting functions
• Hardware vertex shaders
• Paint textures have the shiny, static appearance of viscous oil paint – More styles could probably be achieved with
suitable stroke textures, height and opacity textures.
Thank You
Questions?