Lapped Solid Textures: Filling a Model with Anisotropic Textures Kenshi Takayama 1 Makoto Okabe 1...
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Transcript of Lapped Solid Textures: Filling a Model with Anisotropic Textures Kenshi Takayama 1 Makoto Okabe 1...
Lapped Solid Textures:Filling a Model with Anisotropic Textures
Lapped Solid Textures:Filling a Model with Anisotropic Textures
Kenshi Takayama1 Makoto Okabe1
Takashi Ijiri1 Takeo Igarashi1,2
1The University of Tokyo2JST ERATO
GoalGoal
• Create 3D models with internal textures
• Target: natural objects
– Fruits, vegetables, …
– Non-uniform internal structure
Demo
Our approachOur approach
Key idea: Extend “Lapped textures” to 3DKey idea: Extend “Lapped textures” to 3D
Lapped textures [Praun et al. ’00]
Texture patchSurface vector field
2D texture exemplar Triangular mesh
Patch-pasting
Result
Key idea: Extend “Lapped textures” to 3DKey idea: Extend “Lapped textures” to 3D
Texture patchVolumetric tensor field
3D texture exemplar Tetrahedral mesh
Patch-pasting
Result
Lapped solid textures
Related workRelated work
Procedural approachProcedural approach
Pros
• Compact
• Arbitrary resolution
Cons
• Difficult to control
• Uniform patterns only
[Perlin ’85]
[Cutler et al. ’04]
Tweaking 2D photosTweaking 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]
Solid texture synthesisSolid 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]
UINon-
uniformSize Quality
Procedural approach Tweaking 2D photos Solid texture synthesis
UINon-
uniformSize Quality
Procedural approach Tweaking 2D photos Solid texture synthesis Our method
ContributionsContributions
• Extend “Lapped textures” to 3D
1. Select position
2. Paste
3. Adjust shape
Please refer tothe paper!
Contributions (contd.)Contributions (contd.)
• Classification of solid textures
• User interface for tensor field design
• Creation of depth-varying models
• Classification of solid textures
• User interface for tensor field design
• Creation of depth-varying models
Classification of solid texturesClassification of solid textures
• Based on 2 aspects
a
bc
a
b
c
Anisotropy level Change in appearance w.r.t. cutting orientation
Variation level Change in pattern w.r.t. spatial position
Anisotropy levelAnisotropy level
• Change in appearance w.r.t. cutting orientation
Level 0 Level 1 Level 2
–(Isotropic)
3D vector 3D tensor
Axis
Align with
Level
a
bc
Variation levelVariation level
• Change in pattern w.r.t. spatial position
1D 2D 3D
Level 0 Level 1 Level 2 Level 3
0D( Homogeneou
s )
Vary in
Level
a
b
c
Anisotropy levelV
aria
tio
n le
vel
0
1-b
1-a 2-a
2-b
2-c
2-d
0 1 2
0
1
2
3
–
–
–
–
–
Tilability
3D
2D
1D
0D
[Owada’04][Ours]
Demo
• Classification of solid textures
• User interface for tensor field design
• Creation of depth-varying models
User interface for tensor field designUser interface for tensor field design
1. Set depth field
– Similar to [Owada’04]
2. Draw stroke on layers
Demo
• Classification of solid textures
• User interface for tensor field design
• Creation of depth-varying models
Creation of depth-varying modelsCreation of depth-varying models
• Depth-varying textures Depth
Type 1-b Type 2-b
Creation of depth-varying modelsCreation of depth-varying models
• 3 kinds of texture patch
MiddleOuter Inner
Creation of depth-varying modelsCreation of depth-varying models
• Choose one according to depth
ResultsResults
LimitationsLimitations
• Artifacts
– Tensor field singularities
LimitationsLimitations
• Artifacts
– Highly-structured textures
Blurring Misalignment
LimitationsLimitations
• 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
ConclusionConclusion
• 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
Thank you!Thank you!
Acknowledgements:
Shigeru Owada Kazuo Nakazawa(Sony CSL) (National Cardiovascular Center)
SIGGRAPH reviewers
Funded by IPA(Information-technology Promotion Agency, Japan)
Data representationData representation
• Store texture coordinates only
w0 w1 w2 w3
w0 w1 w2 w3
w0 w1 w2 w3
v0
v1
v2
v3
Data representationData representation
• Store texture coordinates only
• When cutting:
– Linearly interpolate texture coordinates
– No voxel computation!
StatisticsStatistics
# of tetra Paste [sec] Size [MB]
Kiwi fruit 4126 39 9.1
Carrot 2313 31 7.1
Tree 5012 104 12.2
Watermelon 2717 25 9.0
Strata 2827 77 10.4
Cake 2734 416 14.5
Tube 1089 18 2.7
CPU: 2.33 GHz RAM: 1.0 GB
Future workFuture work
• Anisotropic reflection
– Different color at same position!
– Depends on cutting orientation
Future workFuture work
• Translucent objects
– Colors on cross-section reveals internal content
Traditional synthesis methods cannot handle!
Creation of texture patchCreation of texture patch
• Constant “splotch” mask
Mask shape
Cross-sections
Creation of texture patchCreation of texture patch
• Assume less-structured textures
• What if texture is highly structured? Future work