ptex: per-face texture mapping for production rendering
DESCRIPTION
EGSR 2008. Ptex: Per-face Texture Mapping for Production Rendering. Brent Burley and Dylan Lacewell Walt Disney Animation Studios. (See attached slide notes for details). Texture Mapping at Disney. Chicken Little 2003. Chicken Little 2003. 170 textures. Meet the Robinsons 2005. - PowerPoint PPT PresentationTRANSCRIPT
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Ptex: Per-face Texture Mapping for Production Rendering
Brent Burley and Dylan LacewellWalt Disney Animation Studios
EGSR 2008
(See attached slide notes for details)
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Texture Mapping at Disney
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Chicken Little 2003
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170 textures
Chicken Little 2003
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Meet the Robinsons 2005
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7637 Textures
Meet the Robinsons 2005
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Meet the Robinsons
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• 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
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Bolt 2008
Pre-production estimate: 5x complexity of Meet the RobinsonsAlready at limits of texture system
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Reference Painting
3d Render
Bolt’s painterly approach placed additional demands on texture system.
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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
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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
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Volumetric Methods
Painting and Rendering textures on unparameterized models.DeBry et al., Siggraph 2002.
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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.)
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Ptex
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Per-face textures
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Face 7:adj. faces: {-1,8,17,-1}adj. edges: {x,3,0,x}, x=don’t care
Per-face UVs and adjacency data
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Painting
• Artists paint on limit surface in 3d painting system (tumble, paint, project).
• Auto-size feature compensates for parametric distortion.
• See video demonstration.
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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
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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.
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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)?