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Learn about techniques to add details, complexity, and elasticity to cloth material in painting through expansion textures. Discover methods for achieving intricate shapes with control close to sculpture. Explore previous works, tools, and results to enhance surface details extensively.
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Painting foldsusing expansion textures Jean Combaz Fabrice Neyret http://www-imagis.imag.fr/Membres/Jean.Combaz/
Motivations More realistic images More details More complexity • Drape and folds • Cloth material • Elastic surface + constraints folds
Motivations • 2 solutions: • Physical simulation • Shape modeling • But: • We just want a plausible shape, not a physical one • Physical parameters, initial conditions ? • Fastidious task in a geometric modeler
Motivations • Goal: • Add details on a surface • High level of control • Close to sculpture
Plan • Motivations • Previous work • Specifying the detailled shapes • Representing the detailled shapes • Expansion textures • From the user’s point of view • From the programmer’s point of view • Results • Conclusion
Details editor user details FFD Direct painting [Sederberg86] [Coquillart90] [Hanrahan90] Previous work: specifying the detailled shapes • Interactive tools Modeler Alias wavefrontMaya Artisan™
Details generator user details Previous work: specifying the detailled shapes • Procedural tools Generic generators Specialized generators [Perlin85] [Fleischer95] [Prusinkiewicz93] ([Ebert94], [Fournier80], [Perlin89]) ([Badler90], [Wong97])
Physical solver user details Previous work: specifying the detailled shapes • Simulation tools Cloth material Biological patterns [Breen94] [Baraff98] [Fowler92] [Turk91] [Terzopoulos88] [Witkin91]
Plan • Motivations • Previous work • Specifying the detailled shapes • Representing the detailled shapes • Expansion textures • From the user’s point of view • From the programmer’s point of view • Results • Conclusion
Previous work: representing the detailled shapes • 3D surface encoding Polygonal meshes Voxels Surfels • Displacement mapping • Bump maps [Guskov99] ([Wang00]) ([Blinn78])
Previous work: representing the detailled shapes • Texels, hypertextures • Transitions [Kajiya89] [Neyret98] [Perlin89] [Cohen98] ([Becker93], [Max86])
Plan • Motivations • Previous work • Specifying the detailled shapes • Representing the detailled shapes • Expansion textures • From the user’s point of view • From the programmer’s point of view • Results • Conclusion
Expansion textures:user’s point of view • Geometry: Triangular mesh
Expansion textures:user’s point of view • Geometry: Triangular mesh • Expansion texture Offline painting Interactive painting Procedural generation
Expansion textures:user’s point of view • Geometry: Triangular mesh • Expansion texture • Location
Expansion textures:user’s point of view • Geometry: Triangular mesh • Expansion texture • Location • Orientation
Expansion textures:user’s point of view • Geometry: Triangular mesh • Expansion texture • Location • Orientation • Magnitude of expansion x 1.5
Expansion textures:user’s point of view • Geometry: Triangular mesh • Expansion texture • Location • Orientation • Magnitude of expansion • Style information • Desired wavelength
Expansion textures:user’s point of view • Geometry: Triangular mesh • Expansion texture • Location • Orientation • Magnitude of expansion • Style information • Desired wavelength • Regularity
Expansion textures:user’s point of view • Geometry: Triangular mesh • Expansion texture • Location • Orientation • Magnitude of expansion • Style information • Desired wavelength • Regularity • Constraints, attachments
Expansion textures:user’s point of view Example: Interactive painting of folds
Expansion textures:user’s point of view Example: Interactive painting of folds
Expansion textures:user’s point of view Example: Interactive painting of folds
Expansion textures:user’s point of view Example: Interactive painting of folds
Expansion textures:user’s point of view Example: Interactive painting of folds
Expansion textures:user’s point of view Example: Interactive painting of folds
Plan • Motivations • Previous work • Specifying the detailled shapes • Representing the detailled shapes • Expansion textures • From the user’s point of view • From the programmer’s point of view • Results • Conclusion
Expansion textures: programmer’s point of view Algorithm • Reference state • Triangular mesh • Rest length l0 • Rest curvature 0
Expansion textures: programmer’s point of view Algorithm • Reference state • Triangular mesh • l0, 0 • Expansion (or contraction)
Expansion textures: programmer’s point of view Algorithm • Reference state • Triangular mesh • l0, 0 • Expansion (or contraction) • Update rest lengths
Expansion textures: programmer’s point of view Algorithm • Reference state • Triangular mesh • l0, 0 • Expansion (or contraction) • Update rest lengths • Mesh optimization • According to the new rest lengths
Expansion textures: programmer’s point of view Algorithm • Reference state • Triangular mesh • l0, 0 • Expansion (or contraction) • Update rest lengths • Mesh optimization • Solver • Displacements to decrease the stress
Expansion textures: programmer’s point of view • Texture Expansion • Physical model • Solver
Expansion textures: programmer’s point of view Texture Expansion An expansion tensor field 2x2 symetric matrix τ 2D vector u new length utτ u Expansion Anisotropic unidirectional expansion Isotropic expansion Anisotropic expansion
Expansion textures: programmer’s point of view Pysical model 3 kinds of forces: Tangential response FT FT = FE - (FE . N) N FE is a elastic force (Green-Lagrange F.E.)
Expansion textures: programmer’s point of view • Displacements dP = .F = .(FT + FN + F)
Expansion textures: programmer’s point of view • Displacements dP = .F = .(FT + FN + F) FT: tangential response FT = FE - (FE . N) N FE is a elastic force N
Expansion textures: programmer’s point of view • Displacements dP = .F = .(FT + FN + F) FT: tangential response FN: normal response FN = (kp f(-0) + kpi) Ca N to create folds N
Expansion textures: programmer’s point of view • Displacements dP = .F = .(FT+FN+F) FT: tangential response FN: normal response F: curvature control F = - k (-0) N to smooth folds N N
Plan • Motivations • Previous work • Specifying the detailled shapes • Representing the detailled shapes • Expansion textures • From the user’s point of view • From the programmer’s point of view • Results • Conclusion
Results: Regular folds Initial shape: square Expansion rate: 1.5 (anisotropic) Constraint: left and right border attached Real plastic cover
Results: Non uniform expansion Initial shape: square Expansion rate: 1.0 1.5 (anisotropic) Constraint: all borders are attached
Results: Coat folded in a ring area Initial shape: square Expansion rate: 1.5 (anisotropic) Constraint: all borders are attached
Results: scrunchy Initial shape: torus Expansion rate: 2.5 (anisotropic) Constraint: a small torus inside the shape
Results: scrunchy Initial shape: torus Expansion rate: 2.5 (anisotropic) Constraint: a small torus inside the shape
Conclusion • Expansion textures: a new paradigm • High level of control • Add thin details • Close to a physical simulation solver • Close to sculpture and painting from the user point of view
Future work • To be improved • Solver (computation time) • Folds shape control • Bump mapping • Morphogenesis (huge expansion) • Self-intersections • Generation of procedural expansion textures