Ptex: Per-face Texture Mapping for Production Rendering Brent Burley and Dylan Lacewell Walt Disney...

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Ptex: Per-face Texture Mapping for Production Rendering Brent Burley and Dylan Lacewell Walt Disney Animation Studios EGSR 2008 (See attached slide notes for details)

Transcript of Ptex: Per-face Texture Mapping for Production Rendering Brent Burley and Dylan Lacewell Walt Disney...

Page 1: Ptex: Per-face Texture Mapping for Production Rendering Brent Burley and Dylan Lacewell Walt Disney Animation Studios EGSR 2008 (See attached slide notes.

Ptex: Per-face Texture Mapping for Production Rendering

Brent Burley and Dylan Lacewell

Walt Disney Animation Studios

EGSR 2008

(See attached slide notes for details)

Page 2: Ptex: Per-face Texture Mapping for Production Rendering Brent Burley and Dylan Lacewell Walt Disney Animation Studios EGSR 2008 (See attached slide notes.

Texture Mapping at Disney

Page 3: Ptex: Per-face Texture Mapping for Production Rendering Brent Burley and Dylan Lacewell Walt Disney Animation Studios EGSR 2008 (See attached slide notes.

Chicken Little 2003

Page 4: Ptex: Per-face Texture Mapping for Production Rendering Brent Burley and Dylan Lacewell Walt Disney Animation Studios EGSR 2008 (See attached slide notes.

170 textures

Chicken Little 2003

Page 5: Ptex: Per-face Texture Mapping for Production Rendering Brent Burley and Dylan Lacewell Walt Disney Animation Studios EGSR 2008 (See attached slide notes.

Meet the Robinsons 2005

Page 6: Ptex: Per-face Texture Mapping for Production Rendering Brent Burley and Dylan Lacewell Walt Disney Animation Studios EGSR 2008 (See attached slide notes.

7637 Textures

Meet the Robinsons 2005

Page 7: Ptex: Per-face Texture Mapping for Production Rendering Brent Burley and Dylan Lacewell Walt Disney Animation Studios EGSR 2008 (See attached slide notes.

Meet the Robinsons

Page 8: Ptex: Per-face Texture Mapping for Production Rendering Brent Burley and Dylan Lacewell Walt Disney Animation Studios EGSR 2008 (See attached slide notes.

• 6 million texture files

• 100,000+ textures per render

• Mean file size 30 KB

• Median file size 2.5 KB

• I/O Bound!

Meet the Robinsons

Page 9: Ptex: Per-face Texture Mapping for Production Rendering Brent Burley and Dylan Lacewell Walt Disney Animation Studios EGSR 2008 (See attached slide notes.

Bolt 2008

Pre-production estimate: 5x complexity of Meet the RobinsonsAlready at limits of texture system

Page 10: Ptex: Per-face Texture Mapping for Production Rendering Brent Burley and Dylan Lacewell Walt Disney Animation Studios EGSR 2008 (See attached slide notes.

Reference Painting

3d Render

Bolt’s painterly approach placed additional demands on texture system.

Page 11: Ptex: Per-face Texture Mapping for Production Rendering Brent Burley and Dylan Lacewell Walt Disney Animation Studios EGSR 2008 (See attached slide notes.

Requirements for new texture system

• Film-quality

• General

• Efficient

• Setup-free

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Filtering Requirements

AnisotropicFiltering

Aliasing-free Seamless

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Previous Texture Mapping Methods

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ProjectionPainting

Page 15: Ptex: Per-face Texture Mapping for Production Rendering Brent Burley and Dylan Lacewell Walt Disney Animation Studios EGSR 2008 (See attached slide notes.

Seamless texture mapping of subdivision surfaces by model pelting and texture blending. Piponi and Borshukov, Siggraph 2000.

Pelting

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Least squares conformal maps for automatic texture atlasgeneration. Levy et al., Siggraph 2002.

Atlas Methods

Page 17: Ptex: Per-face Texture Mapping for Production Rendering Brent Burley and Dylan Lacewell Walt Disney Animation Studios EGSR 2008 (See attached slide notes.

Volumetric Methods

Painting and Rendering textures on unparameterized models.DeBry et al., Siggraph 2002.

Page 18: Ptex: Per-face Texture Mapping for Production Rendering Brent Burley and Dylan Lacewell Walt Disney Animation Studios EGSR 2008 (See attached slide notes.

Polycube-maps, Tarini et al., Siggraph 2004.

Per-face Methods

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Displaced Subdivision Surfaces.Lee et al., Siggraph 2000.

Per-face Methods (cont.)

Page 20: Ptex: Per-face Texture Mapping for Production Rendering Brent Burley and Dylan Lacewell Walt Disney Animation Studios EGSR 2008 (See attached slide notes.

Ptex

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Per-face textures

Page 22: Ptex: Per-face Texture Mapping for Production Rendering Brent Burley and Dylan Lacewell Walt Disney Animation Studios EGSR 2008 (See attached slide notes.

Face 7:adj. faces: {-1,8,17,-1}adj. edges: {x,3,0,x}, x=don’t care

Per-face UVs and adjacency data

Page 23: Ptex: Per-face Texture Mapping for Production Rendering Brent Burley and Dylan Lacewell Walt Disney Animation Studios EGSR 2008 (See attached slide notes.

Painting

• Artists paint on limit surface in 3d painting system (tumble, paint, project).

• Auto-size feature compensates for parametric distortion.

• See video demonstration.

Page 24: Ptex: Per-face Texture Mapping for Production Rendering Brent Burley and Dylan Lacewell Walt Disney Animation Studios EGSR 2008 (See attached slide notes.

212,536 faces1 ptex file

4x4 texels per face3.4 million texels

Auto-sized3.4 million texels

Texture sizing

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Texture sizing - problem case

Subd cage Limit surface

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Sizing bycontrol-face area

Sizing bylimit-surface area

Sizing byderivative sampling

Texture sizing - solution

Page 27: Ptex: Per-face Texture Mapping for Production Rendering Brent Burley and Dylan Lacewell Walt Disney Animation Studios EGSR 2008 (See attached slide notes.

Filtering

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Filtering in PRMan

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Filtering

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Resolution Mismatch

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Resolution Mismatch (cont.)

Smooth surface

Smooth normals

vs.

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Extraordinary Vertex

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Results

• Artists love it

• More detail than ever before

• No aliasing problems

• I/O vastly improved

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1024x1024 pixels Per-patch textures Ptex

CPU seconds 171 141

# I/O calls 18,581,058 9,209

20x20 pixels Per-patch textures Ptex

CPU seconds 27 2

# I/O calls 4,218,733 84

Results

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Glago’s Guest 2008

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Bolt

Bolt has nearly completed production. Ptex has been an unqualified success.

Page 37: Ptex: Per-face Texture Mapping for Production Rendering Brent Burley and Dylan Lacewell Walt Disney Animation Studios EGSR 2008 (See attached slide notes.

Future

• Currently adding non-quad support (straightforward, described in paper).

• Considering Loop subd support. Interesting question - what shape should texels be on a triangle mesh (triangular, quadrilateral, hexagonal)?