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Lapped Textures SIGGRAPH 2000 Emil Praun Adam Finkelstein Hugues Hoppe
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Traditional Approach: Problems Not view independent Seams between multiple images Lack of user control over local orientation and scaling of texture
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Lapped Textures: Definition Repeatedly pasting texture patches onto an arbitrary surface until completely covered
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Goal No apparent seams No obvious periodicity Low distortion Local texture control Anisotropy
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In other words … textured surface ?
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Approach texture patch surface
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The Patch Polygonal image region with alpha mask blending Generic pattern for many textures texture patch
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Patch Pasting texture patch surfacesurface “lapped textures”
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Algorithm - Outline Cut texture patches Specify direction and scale fields REPEAT Select random texture patch T Select random uncovered location L Grow surface patch S around L to size of T Flatten S over T Paste and update UNTIL mesh is covered
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Process texture patch surface
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Process texture patch surface
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Process texture patch surface
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Process texture patch surface
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In Detail Texture patch creation Specifying direction field Surface patch growth Patch parametrization Texture storage and rendering
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In Detail Texture patch creation Specifying direction field Surface patch growth Patch parametrization Texture storage and rendering
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Texture Patch Creation Structured Splotch
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In Detail Texture patch creation Specifying direction field Surface patch growth Patch parametrization Texture storage and rendering
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Direction Field
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In Detail Texture patch creation Specifying direction field Surface patch growth Patch parametrization Texture storage and rendering
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Polygonal Hulls Start w/ boundary pixels, edges between neighbors Conservatively simplify polygons
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Surface Patch Growth
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In Detail Texture patch creation Specifying direction field Surface patch growth Patch parametrization Texture storage and rendering
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Patch Alignment texture patch surface
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Tangential Vector Basis
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Optimizing the Parametrization TT SS BB CC AA (T)(T)(T)(T) (T)(T)(T)(T) (S)(S)(S)(S) (S)(S)(S)(S) (A)(A)(A)(A) (A)(A)(A)(A) (B)(B)(B)(B) (B)(B)(B)(B) (C)(C)(C)(C) (C)(C)(C)(C) tt^^ss ^^ face in 3D 2D texture space
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Optimizing the Parametrization Minimizing “Least Squares Functional”
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In Detail Texture patch creation Specifying direction field Surface patch growth Patch parametrization Texture storage and rendering
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Texture Storage and Rendering Texture Atlas –Pre-composite into a global texture map. Runtime pasting –Composite at run-time using hardware
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Texture Atlas Patches of triangles with similar normals
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Runtime Pasting Store vertex coordinates for each patch Composite at run-time using hardware May render triangles several times
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Tradeoffs Atlas +Faster rendering, more portable –Sampling artifacts Pasting –Increases model complexity +Effective resolution +Reusability of splotch parameterizations
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Examples: Splotches
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Examples: Anisotropic
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Controlling Direction and Scale
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25 frames per sec! 256 x 256 texture (282 times) 256 x 256 texture (282 times) 15,000 faces
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Limitations low- frequency components boundarymismatch
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Conclusions Effective texturing through: Overlapping texture patche Minimal edge blending Direction and scale Runtime pasting
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Thank you
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