1 / 37

Ptex: Per-face Texture Mapping for Production Rendering

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.

lei
Download Presentation

Ptex: Per-face Texture Mapping for Production Rendering

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. 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)

  2. Texture Mapping at Disney

  3. Chicken Little 2003

  4. Chicken Little 2003 170 textures

  5. Meet the Robinsons 2005

  6. Meet the Robinsons 2005 7637 Textures

  7. Meet the Robinsons

  8. Meet the Robinsons • 6 million texture files • 100,000+ textures per render • Mean file size 30 KB • Median file size 2.5 KB • I/O Bound!

  9. Bolt 2008 Pre-production estimate: 5x complexity of Meet the Robinsons Already at limits of texture system

  10. Reference Painting 3d Render Bolt’s painterly approach placed additional demands on texture system.

  11. Requirements for new texture system • Film-quality • General • Efficient • Setup-free

  12. Filtering Requirements Anisotropic Filtering Aliasing-free Seamless

  13. Previous Texture Mapping Methods

  14. Projection Painting

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

  16. Atlas Methods Least squares conformal maps for automatic texture atlas generation. Levy et al., Siggraph 2002.

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

  18. Per-face Methods Polycube-maps, Tarini et al., Siggraph 2004.

  19. Per-face Methods (cont.) Displaced Subdivision Surfaces. Lee et al., Siggraph 2000.

  20. Ptex

  21. Per-face textures

  22. Per-face UVs and adjacency data Face 7:adj. faces: {-1,8,17,-1}adj. edges: {x,3,0,x}, x=don’t care

  23. Painting • Artists paint on limit surface in 3d painting system (tumble, paint, project). • Auto-size feature compensates for parametric distortion. • See video demonstration.

  24. Texture sizing 212,536 faces 1 ptex file 4x4 texels per face 3.4 million texels Auto-sized 3.4 million texels

  25. Texture sizing - problem case Subd cage Limit surface

  26. Texture sizing - solution Sizing by control-face area Sizing by limit-surface area Sizing by derivative sampling

  27. Filtering

  28. Filtering in PRMan

  29. Filtering

  30. Resolution Mismatch

  31. Resolution Mismatch (cont.) Smooth surface vs. Smooth normals

  32. Extraordinary Vertex

  33. Results • Artists love it • More detail than ever before • No aliasing problems • I/O vastly improved

  34. Results

  35. Glago’s Guest 2008

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

  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)?

More Related