ptex_SM
-
Upload
kispalerdoszoli -
Category
Documents
-
view
218 -
download
0
Transcript of ptex_SM
-
8/12/2019 ptex_SM
1/37
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)
-
8/12/2019 ptex_SM
2/37
Texture Mapping at Disney
-
8/12/2019 ptex_SM
3/37
Chicken Little 2003
-
8/12/2019 ptex_SM
4/37
170 textures
Chicken Little 2003
-
8/12/2019 ptex_SM
5/37
Meet the Robinsons 2005
-
8/12/2019 ptex_SM
6/37
7637 Textures
Meet the Robinsons 2005
-
8/12/2019 ptex_SM
7/37
Meet the Robinsons
-
8/12/2019 ptex_SM
8/37
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
-
8/12/2019 ptex_SM
9/37
Bolt 2008
Pre-production estimate: 5x complexity of Meet the Robinsons
Already at limits of texture system
-
8/12/2019 ptex_SM
10/37
-
8/12/2019 ptex_SM
11/37
Requirements for new texture
system Film-quality
General
Efficient Setup-free
-
8/12/2019 ptex_SM
12/37
Filtering Requirements
Anisotropic
Filtering
Aliasing-free Seamless
-
8/12/2019 ptex_SM
13/37
Previous Texture Mapping Methods
-
8/12/2019 ptex_SM
14/37
Projection
Painting
-
8/12/2019 ptex_SM
15/37
Seamless texture mapping of subdivision surfaces by model pelting and
texture blending. Piponi and Borshukov, Siggraph 2000.
Pelting
-
8/12/2019 ptex_SM
16/37
Least squares conformal maps for automatic texture atlas
generation. Levy et al., Siggraph 2002.
Atlas Methods
-
8/12/2019 ptex_SM
17/37
Volumetric Methods
Painting and Rendering textures on unparameterized models.
DeBry et al., Siggraph 2002.
-
8/12/2019 ptex_SM
18/37
Polycube-maps, Tarini et al., Siggraph 2004.
Per-face Methods
-
8/12/2019 ptex_SM
19/37
Displaced Subdivision Surfaces.
Lee et al., Siggraph 2000.
Per-face Methods (cont.)
-
8/12/2019 ptex_SM
20/37
Ptex
-
8/12/2019 ptex_SM
21/37
-
8/12/2019 ptex_SM
22/37
Face 7:
adj. faces: {-1,8,17,-1}
adj. edges: {x,3,0,x},x=dont care
Per-face UVs and adjacency data
-
8/12/2019 ptex_SM
23/37
Painting
Artists paint on limit surface in 3d painting
system (tumble, paint, project).
Auto-size feature compensates for
parametric distortion.
See video demonstration.
-
8/12/2019 ptex_SM
24/37
212,536 faces
1 ptex file
4x4 texels per face
3.4 million texels
Auto-sized
3.4 million texels
Texture sizing
-
8/12/2019 ptex_SM
25/37
Texture sizing - problem case
Subd cage Limit surface
-
8/12/2019 ptex_SM
26/37
Sizing by
control-face area
Sizing by
limit-surface area
Sizing by
derivative sampling
Texture sizing - solution
-
8/12/2019 ptex_SM
27/37
Filtering
-
8/12/2019 ptex_SM
28/37
Filtering in PRMan
-
8/12/2019 ptex_SM
29/37
Filtering
-
8/12/2019 ptex_SM
30/37
Resolution Mismatch
-
8/12/2019 ptex_SM
31/37
-
8/12/2019 ptex_SM
32/37
Extraordinary Vertex
-
8/12/2019 ptex_SM
33/37
-
8/12/2019 ptex_SM
34/37
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
-
8/12/2019 ptex_SM
35/37
Glagos Guest 2008
B l
-
8/12/2019 ptex_SM
36/37
Bolt
Bolt has nearly completed production. Ptex has been an unqualified success.
-
8/12/2019 ptex_SM
37/37
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)?