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Published byMeredith Williamson Modified over 9 years ago
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Texture Mapping by Model Pelting and Blending
Deva Ramanan Hao Zhang
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Texture mapping Improve surface appearance
Versatile: image map, displacement map, reflection map … Relative small amount of computation (from Pixar shutterbug image series)
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Texture mapping (contd.)
Requires “good” parameterization Minimize distortion Appears to be seamless
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Subdivision surfaces One single mesh for any topology
Multiple NURBS patches Maintain smoothness (static and animated) (u,v)-parameterization Tensor product B-Spline patches Shapes of arbitrary topology Cf. “Character animation” (SS98) (SS98)
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Texture mapping on subdivision surfaces
3D Solid Textures Multiple local textures Blend overlapping regions at the seam Goals (again): Minimize distortion Seam blending
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Texture coordinates Linear interpolation [Stam98]
texture coords as local (u,v) parameterization yields C1 interior and C0 cross-boundary Catmull-Clark on scalar field position (x,y,z) position+texture (x,y,z,s,t) subdivide in 5D yields C2 interior and C1 on extra-ordinary points needs texture coordinates on M0 (SS98)
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Texture mapping analogy: The pelt
Initial control mesh ~ rubber sheet Stretch mesh to form a pelt Paint texture on the pelt
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Pelting: The Cut Cut: User specified connected tree of edges
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Pelting: Implementation
Approximate rubber sheet by a spring-mass system Distortion measure: Elastic energy Scale invariance
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Simulate a spring-mass system
System evolves so as to minimize energy
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Blending Texture: Approach
Split M0 into 2 overlapping regions: -Uo: Pelt Region -U1: Patch Region Use blend functions b0() & b1() along overlapping regions
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Example Patch C0 + C1 + C2 + C3= patch region
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Review: Domain of Control
P B C D 2D Cubic B Splines: Catmull/Clark surfaces: P
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Blend Function Pelt, Patch, and Overlapping Regions surrounding the Cut C0 C1 C2 C3 C4 b1= cubic B-spline b0 = 1 - b1
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Results: Cool Pictures!
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Evaluation Pelting: Seam blending: Weaknesses:
Novel 3D Spring Mass implementation eliminates “buckling” [Maillot et al 93] Seam blending: Painted textures Weaknesses: Tiled/tesselated pattern low polygon count meshes
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Conclusion Ultimate goal: Minimum distortion
texture coordinate control
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