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Lapped Solid Textures: Filling a Model with Anisotropic Textures Kenshi Takayama 1 Makoto Okabe 1 Takashi Ijiri 1 Takeo Igarashi 1,2 1 The University of Tokyo 2 JST ERATO
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Goal Create 3D models with internal textures Target: natural objects – Fruits, vegetables, … – Non-uniform internal structure Demo
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Our approach
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Key idea: Extend “Lapped textures” to 3D Lapped textures [Praun et al. ’00] Texture patch Surface vector field 2D texture exemplar Triangular mesh Patch- pasting Result
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Key idea: Extend “Lapped textures” to 3D Texture patch Volumetric tensor field 3D texture exemplar Tetrahedral mesh Patch- pasting Result Lapped solid textures
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Related work
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Procedural approach Pros Compact Arbitrary resolution Cons Difficult to control Uniform patterns only [Perlin ’85] [Cutler et al. ’04]
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Tweaking 2D photos Pros Intuitive user interface Non-uniform structure Cons Artifacts – Inconsistency (Owada) – Blur by morphing (Pietroni) [Owada et al. ’04] [Pietroni et al. ’07]
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Solid texture synthesis Pros Quality 3D texture from 2D examplars Cons Data-intensive Difficult to handle non-uniform structure [Kopf et al. ’07] [Heeger and Bergen ’95; Ghazanfarpour and Dischler ’96; Dischler et al. ’98; Lefebvre and Poulin ’00 ; Wei ’02; Jagnow et al. ’04; Qin and Yang ’07; Kopf et al. ’07; Dong et al. ’08]
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UI Non- uniform SizeQuality Procedural approach Tweaking 2D photos Solid texture synthesis
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UI Non- uniform SizeQuality Procedural approach Tweaking 2D photos Solid texture synthesis Our method
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Contributions Extend “Lapped textures” to 3D 1. Select position 2. Paste 3. Adjust shape Please refer to the paper!
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Contributions (contd.) Classification of solid textures User interface for tensor field design Creation of depth- varying models
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Classification of solid textures User interface for tensor field design Creation of depth- varying models
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Classification of solid textures Based on 2 aspects a b c a b c Anisotropy level Change in appearance w.r.t. cutting orientation Variation level Change in pattern w.r.t. spatial position
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Anisotropy level Change in appearance w.r.t. cutting orientation Level 0Level 1Level 2 – (Isotropic) 3D vector3D tensor Axis Align with Level a b c
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Variation level Change in pattern w.r.t. spatial position 1D2D3D Level 0Level 1Level 2Level 3 0D ( Homogeneous ) Vary in Level a b c
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Anisotropy level Variation level 0 1-b 1-a2-a 2-b 2-c 2-d 012 0 1 2 3 – – – – – Tilability 3D 2D 1D 0D [Owada’04][Ours] Demo
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Classification of solid textures User interface for tensor field design Creation of depth- varying models
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User interface for tensor field design 1. Set depth field – Similar to [Owada’04] 2. Draw stroke on layers Demo
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Classification of solid textures User interface for tensor field design Creation of depth- varying models
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Depth-varying textures Depth Type 1-b Type 2-b
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Creation of depth-varying models 3 kinds of texture patch MiddleOuterInner
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Creation of depth-varying models Choose one according to depth
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Results
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Kiwi fruitCarrot
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Displacement Tree
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Watermelon SeedFlesh
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Combination of LST models Upper Lower
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Volume rendering
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Limitations Artifacts – Tensor field singularities
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Limitations Artifacts – Highly-structured textures BlurringMisalignment
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Limitations How to create texture exemplar? – Currently: ad-hoc methods Sweep of 2D image Noise function Putting 3D geometry Copy / paste Solid texture synthesis In-house voxel editor
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Conclusion Patch-based approach to creating 3D models with internal textures – Extend “Lapped textures” to 3D Contributions – Classification of solid textures – User interface for tensor field design – Creation of depth-varying models
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Thank you! Acknowledgements: Shigeru Owada Kazuo Nakazawa (Sony CSL) (National Cardiovascular Center) SIGGRAPH reviewers Funded by IPA (Information-technology Promotion Agency, Japan)
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Data representation Store texture coordinates only w0w0 w1w1 w2w2 w3w3 w0w0 w1w1 w2w2 w3w3 w0w0 w1w1 w2w2 w3w3 v0v0 v1v1 v2v2 v3v3
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Data representation Store texture coordinates only When cutting: – Linearly interpolate texture coordinates – No voxel computation!
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Statistics # of tetraPaste [sec]Size [MB] Kiwi fruit4126399.1 Carrot2313317.1 Tree501210412.2 Watermelon2717259.0 Strata28277710.4 Cake273441614.5 Tube1089182.7 CPU: 2.33 GHz RAM: 1.0 GB
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Future work Anisotropic reflection – Different color at same position! – Depends on cutting orientation
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Future work Translucent objects – Colors on cross-section reveals internal content Traditional synthesis methods cannot handle!
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Creation of texture patch Constant “splotch” mask Mask shape Cross-sections
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Creation of texture patch Assume less-structured textures What if texture is highly structured? Future work
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