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Abstract
We introduce a method to pack Ptex per-face texture data that
is both space-efficient and hardware-friendly. Recently presented
real-time implementations of Ptex have been wasteful with space
and required a storage cost many times higher than the size of the
original texture data. Our method packs multiple levels of Ptex
data together, and requires only around 8% increase in storage for
our test textures. Additionally, because of efficient data packing,
our method wastes less space than a typical texture atlas, which requires
buffer regions to be added between the separate charts within
the texture.
CR Categories: I.3.7 [Computer Graphics]: Three-dimensional
Graphics and Realism—Texture;
Keywords: real-time graphics, texturing
1 Introduction and Background
Texture mapping is an integral part of real-time graphics applications,
and in a typical application such as a video game, each art asset
will have one or more UV-sets paired with the texture data. Unfortunately,
handling the UV-sets introduces several complications.
First, the actual creation of the UV-map is an art unto itself because
most automatic generation methods do not create maps with
high enough quality. Often, an artist will have to modify the generated
UV-maps by hand, which is a labor-intensive task, to get the
desired look. Additionally, small local changes to a UV-map can
cause drastic, non-local effects on rendered images. For instance,
increasing the effective sampling density in one region of the UVmap
will necessarily affect the sampling density in the rest of the
UV-map. Finally, seams in the UV-map add additional complexity
to UV-map creation when using tessellation due to the difficulty in
preventing cracks.
A texture atlas is a common way to pack a model’s surface data into
a single texture; an example is shown in Image 1(b). As can be seen
in this image, there are a large number of unused ***ls - in this texture,
only 63% of the ***ls store actual surface data. Additionally,
colors can bleed from one piece to another in the down-sampled
mip-map levels when the pieces are too close together in the atlas,
and a texture atlas does not give the artist fine control over the
creation of the mip-map.
Ptex [Burley and Lacewell 2008], a UV-less per-face texturing
method, solves many of the issues with traditional texture mapping,
and is becoming widely used in the film industry. The need to assign
UV-maps is completely eliminated with Ptex, and resolution
can be varied independently for each face.
The basic idea of Ptex is to store a small texture, including its mipmap
chain, for each face of the model along with the adjacency information
for each face. Using the adjacency information, seamless
interpolation can be handled at***n time by searching through the
neighboring faces when necessary. Because multiple digital content
creation applications natively support Ptex, it is an attractive
technique to modify for real time use because it can be integrated
into existing art pipelines relatively easily |
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