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

Slides:



Advertisements
Similar presentations
Lapped textures Emil Praun Adam Finkelstein Hugues Hoppe
Advertisements

Multi-chart Geometry Images Pedro Sander Harvard Harvard Hugues Hoppe Microsoft Research Hugues Hoppe Microsoft Research Steven Gortler Harvard Harvard.
ENV 2006 CS4.1 Envisioning Information: Case Study 4 Focus and Context for Volume Visualization.
Image Repairing: Robust Image Synthesis by Adaptive ND Tensor Voting IEEE Computer Society Conference on Computer Vision and Pattern Recognition Jiaya.
Yang Yang, Miao Jin, Hongyi Wu Presenter: Buri Ban The Center for Advanced Computer Studies (CACS) University of Louisiana at Lafayette 3D Surface Localization.
Consistent Mesh Parameterizations Peter Schröder Caltech Wim Sweldens Bell Labs Emil Praun Princeton.
Texture Visual detail without geometry. Texture Mapping desire for heightened realism.
Developer’s Survey of Polygonal Simplification Algorithms Based on David Luebke’s IEEE CG&A survey paper.
Results / Compared to Relief Mapping It does not scale linearly with screen coverage as does the other techniques. However, for larger displacements, it.
Multiresolution Analysis of Arbitrary Meshes Matthias Eck joint with Tony DeRose, Tom Duchamp, Hugues Hoppe, Michael Lounsbery and Werner Stuetzle Matthias.
Xianfeng Gu, Yaling Wang, Tony Chan, Paul Thompson, Shing-Tung Yau
Consistent Spherical Parameterization Arul Asirvatham, Emil Praun (University of Utah) Hugues Hoppe (Microsoft Research)
Albert Mas Ignacio Martín Gustavo Patow Fast Inverse Reflector Design FIRD Graphics Group of Girona Institut d’Informàtica i Aplicacions Universitat de.
Lapped Textures Emil Praun and Adam Finkelstien (Princeton University) Huges Hoppe (Microsoft Research) SIGGRAPH 2000 Presented by Anteneh.
Spherical Parameterization and Remeshing Emil Praun, University of Utah Hugues Hoppe, Microsoft Research.
Mesh Simplification Global and Local Methods:
EE 7730 Image Segmentation.
1 Displaced Subdivision Surfaces Aaron Lee Princeton University Henry Moreton Nvidia Hugues Hoppe Microsoft Research.
Iso-charts: Stretch-driven Mesh Parameterization using Spectral Analysis Kun Zhou, John Snyder*, Baining Guo, Heung-Yeung Shum Microsoft Research Asia.
Lapped Textures Emil Praun Adam Finkelstein Hugues Hoppe Emil Praun Adam Finkelstein Hugues Hoppe Princeton University Microsoft Research Princeton University.
CS CS 175 – Week 7 Parameterization Linear Methods.
ARCH 481 3d Modeling and Rendering lecture four: texture maps.
Lapped Textures SIGGRAPH 2000 Emil Praun Adam Finkelstein Hugues Hoppe.
Shape Modeling International 2007 – University of Utah, School of Computing Robust Smooth Feature Extraction from Point Clouds Joel Daniels ¹ Linh Ha ¹.
Texture Mapping from Watt, Ch. 8 Jonathan Han. Topics Discussed Texture Map to Models Bump Maps, Light Maps Environment (Reflection) Mapping 3D Textures.
Texture Synthesis on Surfaces Paper by Greg Turk Presentation by Jon Super.
Mesh Parameterization: Theory and Practice Non-Planar Domains.
Iso-charts: Stretch-Driven Parameterization via Nonlinear Dimension Reduction Kun Zhou, John Snyder, Baining Guo, Harry Shum presented at SGP, June 2004.
Consistent Parameterizations Arul Asirvatham Committee Members Emil Praun Hugues Hoppe Peter Shirley.
Smooth Geometry Images Frank Losasso, Hugues Hoppe, Scott Schaefer, Joe Warren.
Projective Texture Atlas for 3D Photography Jonas Sossai Júnior Luiz Velho IMPA.
Intrinsic Parameterization for Surface Meshes Mathieu Desbrun, Mark Meyer, Pierre Alliez CS598MJG Presented by Wei-Wen Feng 2004/10/5.
Real-Time Rendering of Planets with Atmospheres
On-line Space Sculpturing for 3D Shape Manipulation
Adaptive Real-Time Rendering of Planetary Terrains WSCG 2010 Raphaël Lerbour Jean-Eudes Marvie Pascal Gautron THOMSON R&D, Rennes, France.
Interactive Rendering of Meso-structure Surface Details using Semi-transparent 3D Textures Vision, Modeling, Visualization Erlangen, Germany November 16-18,
Presented By Greg Gire Advised By Zoë Wood California Polytechnic State University.
Geometry Textures Rodrigo de Toledo, ( PhD candidate at LORIA-INRIA) (Researcher at Tecgraf, PUC-Rio) Bin Wang and Bruno Levy.
Geometric Modeling using Polygonal Meshes Lecture 1: Introduction Hamid Laga Office: South.
2D/3D Shape Manipulation, 3D Printing Shape Representations Slides from Olga Sorkine February 20, 2013 CS 6501.
Why manifolds?. Motivation We know well how to compute with planar domains and functions many graphics and geometric modeling applications involve domains.
Computer Graphics Some slides courtesy of Pierre Alliez and Craig Gotsman Texture mapping and parameterization.
Pattern-Based Texturing Revisited / GRAVIR-IMAG-INRIA Grenoble, FRANCE Fabrice Neyret Marie-Paule Cani.
1 Perception and VR MONT 104S, Fall 2008 Lecture 21 More Graphics for VR.
TextureAmendment Reducing Texture Distortion in Constrained Parameterizations Yu-Wing TaiNational University of Singapore Michael S. BrownNational University.
Ptex: Per-face Texture Mapping for Production Rendering Brent Burley and Dylan Lacewell Walt Disney Animation Studios EGSR 2008 (See attached slide notes.
3D Object Morphing CS5245 Vision and Graphics for Special Effects.
- Laboratoire d'InfoRmatique en Image et Systèmes d'information
Representation and modelling 3 – landscape specialisations 4.1 Introduction 4.2 Simple height field landscapes 4.3 Procedural modeling of landscapes- fractals.
The Lit Sphere: A Model for Capturing NPR Shading from Art Peter-Pike Sloan, William Martin, Amy Gooch & Bruce Gooch.
Real-Time Relief Mapping on Arbitrary Polygonal Surfaces Fabio Policarpo Manuel M. Oliveira Joao L. D. Comba.
Discontinuous Displacement Mapping for Volume Graphics, Volume Graphics 2006, July 30, Boston, MA Discontinuous Displacement Mapping for Volume Graphics.
Geometry Synthesis Ares Lagae Olivier Dumont Philip Dutré Department of Computer Science Katholieke Universiteit Leuven 10 August, 2004.
Romain Pacanowski INRIA Bordeaux University Xavier GranierChristophe SchlickPierre Poulin.
Rendering Large Models (in real time)
Outline ● Introduction – What is the problem ● Generate stochastic textures ● Improve realism ● High level approach - Don't just jump into details – Why.
Why manifolds?. Motivation We know well how to compute with planar domains and functions many graphics and geometric modeling applications involve domains.
CS559: Computer Graphics Lecture 36: Subdivision Surfaces, Fractals, and Animation Li Zhang Spring 2008 Many slides from James Kuffner’s graphics class.
Visualization and Interactive Systems Group, University of Stuttgart Page 1 Terrain Rendering Dirk Ringe (phenomic), Stefan Roettger (VIS)
Real-Time Relief Mapping on Arbitrary Polygonal Surfaces Fabio Policarpo Manuel M. Oliveira Joao L. D. Comba.
CG-UFRGS Real-Time Multi-Agent Path Planning on Arbitrary Surfaces Rafael P. Torchelsen 1, Luiz F. Scheidegger 1, Guilherme N. Oliveira 1, Rui Bastos 2,
1 Real-Time High-Quality View-dependent Texture Mapping using Per-Pixel Visibility Damien Porquet Jean-Michel Dischler Djamchid Ghazanfarpour MSI Laboratory,
Visualization Shading
Graphics, Fall 2017 Lecture 24: Texture Mapping
CS475 3D Game Development Level Of Detail Nodes (LOD)
Texture Mapping COMP575/COMP770.
From Point Clouds To Trimmed NURBS
Meshes.
Mesh Parameterization: Theory and Practice
Patch Textures: Hardware Implementation of Mesh Colors
Presentation transcript:

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 Geotextures Guilherme N. Oliveira Rafael P. Torchelsen João L.D. Comba Marcelo Walter Rui Bastos Guilherme N. Oliveira Rafael P. Torchelsen João L.D. Comba Marcelo Walter Rui Bastos

22 Motivation Procedural textures Detail Compact representation Resolution Parametric control Animation Procedural textures Detail Compact representation Resolution Parametric control Animation

33 Motivation 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

44 Procedural features mapping Motivation Procedural textured surface New texture feature added Continuous feature propagation over time

55 Motivation Procedural features mapping Simple for the sphere model. What about complex models? Procedural features mapping Simple for the sphere model. What about complex models? Hebe Fertility Genus-3 Chair

66 Motivation 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 Motivation 2D texture space mapping

88 Motivation 3D object space mapping

99 Solution 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.

10 Charts subdivision (Cohen et al.) Charts subdivision (Cohen et al.) Geodesics Base mesh (Torchelsen et al.) Input Mesh Atlas parameterization (Sheffer et al. ABF++) Atlas parameterization (Sheffer et al. ABF++) Boundary preserving charts retriangulation Boundary preserving charts retriangulation

11 Geodesics Distance Field Calculation Geodesic distance calculation (Surazhsky et al.) Geodesic distance calculation (Surazhsky et al.)

12 Geotextures Overview Merge Shader Calculate Field(v2) Calculate Field(v2) Calculate Field(v1) Calculate Field(v1) Pre-Processing Create Base Mesh Create Base Mesh Time

13 Geotextures Result

14 Geotextures Merged fields

15 Geotextures Multiple sources propagation

16 Geotextures Opacity

17 Geotextures Distance field distortion

18 Geotextures Different materials for different sources

19 Geotextures 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

20 Geotextures 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.

21 Geotextures Rendering stage FPS Bound to procedural texture complexity. Rendering stage FPS Bound to procedural texture complexity.

22 Geotextures 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.

23 Thank you!