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DYNAMIC SOLID TEXTURES FOR REAL-TIME COHERENT STYLISATION Pierre Bénard, Adrien Bousseau, Joëlle Thollot Laboratoire JEAN KUNTZMANN
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Dynamic Solid Textures for Real-Time Coherent Stylization, I3D09

Jun 30, 2015

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Pierre Bénard

Presentation of our paper called "Dynamic Solid Textures for Real-Time Coherent Stylization" published at I3D 2009
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Page 1: Dynamic Solid Textures for Real-Time Coherent Stylization, I3D09

DYNAMIC SOLID TEXTURES

FOR REAL-TIME COHERENT

STYLISATION

Pierre Bénard, Adrien Bousseau, Joëlle Thollot

LaboratoireJEAN KUNTZMANN

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IntroductionOkami

Prince of Persia

Team Forteress 2

Jet Grind Radio

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Introduction

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Problem Statement 3D scene 2D appearance Stylized color regions

Simulation of a 2D mediumTemporal coherence

paper

Pencil strokes

Watercolor pigments

Paint strokes

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Problem Statement

« Il pleut bergère », Jérémy Depuydt (2005)

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Problem Statement

3 artifactsPopping and

flickeringSlidingMedium

deformations

3 requirementsTemporal continuity3D motion2D characteristics

of the medium

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Problematic Shower-door effect

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Problem Statement

3 artifactsPopping and

flickeringSlidingMedium

deformations

3 requirementsTemporal continuity3D motion2D characteristics

of the medium

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Problem Statement Traditional texture mapping

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3 requirementsTemporal continuity3D motion2D characteristics

of the medium

Problem Statement

3 artifactsPopping and

flickeringSlidingMedium

deformations

Contradictory requirement: How to conciliate them?

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Problem Statement

3 requirements

2 applicative constraints Real-time

Flexibility variety of styles

3D motion Temporal continuity

2D characteristics

Traditional mapping

Shower-doorPopping

Interactive Real-Time

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Previous Work

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Previous Work

3D motion Temporalcontinuity

2D characteristics

Primitives distribution [Mei96,VBTS07]

Interactive

Real-Time

[Mei96]

Traditional mapping

Shower-doorPopping

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Previous Work

3D motion Temporalcontinuity

2D characteristics

Primitives distribution [Mei96,VBTS07]

Screen-space texture mapping[CTP*03,CDH06,BSM*07]

[CTP*03]

Interactive

Real-Time

Traditional mapping

Shower-doorPopping

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Previous Work

Screen-space texture mapping Strong 2D appearance

Infinite zoom mechanism (Dynamic Canvas)

Approximated 3D motions sliding

[BSM*07]

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Previous Work

Dynamic Solid Textures for Real-Time Coherent Stylization - P. Bénard, A. Bousseau, J. Thollot

Primitives distribution [Mei96,VBTS07]

Screen-space texture mapping[CTP*03,CDH06,BSM*07]

[FMS01]

3D motion Temporalcontinuity

2D characteristics

Screen-space texture mapping[CTP*03,CDH06,BSM*07]

Interactive

Real-Time

Traditional mapping

Shower-doorPopping

Object-space texture mapping[KLK*00,PHWF01,FMS01]

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Previous Work

Object-space texture mapping Accurate motion

MIP-mapping

Perspective distortions

Limited styles

Dynamic Solid Textures for Real-Time Coherent Stylization - P. Bénard, A. Bousseau, J. Thollot

[PHWF01]

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Previous Work

Primitives distribution [Mei96,VBTS07]

our approach

3D motion Temporalcontinuity

2D characteristics Interactive

Real-Time

Traditional mapping

Shower-doorPopping

Object-space texture mapping[KLK*00,PHWF01,FMS01]

Screen-space texture mapping[CTP*03,CDH06,BSM*07]

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Previous Work

Our approachReal-time texture-based approachAccurate 3D motion object spaceInfinite zoom Dynamic CanvasEasy parameterization solid textures

[Per85]

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Dynamic Solid Textures

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Dynamic Solid Textures

Infinite ZoomInfinite generation of new visible

detailsEnlarging/shrinking the texture

elementsQuasi-constant size in screen space

Need for optical illusion

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Dynamic Solid Textures

Texture buildingTexture “Fractalization” [Per85]

1 solid texture : 4 octaves

octave 2octave 1 octave 3 octave 4 weighted sum

Dynamic Solid Textures for Real-Time Coherent Stylization - P. Bénard, A. Bousseau, J. Thollot

freq. x2 freq. x2 freq. x2

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Dynamic Solid Textures

Texture buildingZoom cycle

Dynamic Solid Textures for Real-Time Coherent Stylization - P. Bénard, A. Bousseau, J. Thollot

octave 2octave 1 octave 3 octave 4 weighted sum

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Dynamic Solid Textures

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Dynamic Solid Textures

ImplementationReference volume + 3D texture

coordinatesGLSL shaders (available in the paper)

Procedural textures [Per85, Ola05] or 3D textures synthesized from 2D exemplars [KFCO*07]

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Dynamic Solid Textures

PerformanceAdditional cost: 10% of Gouraud shading65-70 fps for the city scene (135k tris)Rendering engine: OGRE

(www.ogre3d.org)

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Dynamic Solid Textures

Results and comparisonsTraditional 3D texturesDynamic Canvas [CTP*03]Texture Advection [BNTS07]

2D characteristics

3D motion Temporalcontinuity

Dynamic Solid Textures

Interactive Real-TimeTraditional 3D textures

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Dynamic Solid Textures

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Dynamic Solid Textures

Results and comparisonsTraditional 3D texturesDynamic Canvas [CTP*03]Texture Advection [BNTS07] Dynamic Canvas

Dynamic Solid Textures

Interactive Real-Time

2D characteristics

3D motion Temporalcontinuity

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Dynamic Solid Textures

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Dynamic Solid Textures

Results and comparisonsTraditional 3D texturesDynamic Canvas [CTP*03]Texture Advection [BNTS07]

Dynamic Solid Textures

Interactive Real-Time

Texture advection

2D characteristics

3D motion Temporalcontinuity

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Dynamic Solid Textures

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Application to temporally coherent stylization

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Application to temporally coherent stylization

WatercolorExtension of the Bousseau et al. [BKTS06] pipelineTextures = pigments and paper

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Application to temporally coherent stylization

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Application to timecoherent stylization Binary style

Similar to Durand et al. [DOM*01] approachThreshold texture = binary mark

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Application to temporally coherent stylization

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Application to temporally coherent stylization

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Application to temporally coherent stylization Collage

1 texture = 1 tone stripwhite border between tone strips

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Application to temporally coherent stylization

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Discussion and Future Work

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Discussion and Future Work

Solid texture mappingSolid textures decorrelated from the 3D

surface Infinite zoom mechanism on 2D textures

[PWHF01]Our approach

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Discussion and Future Work

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Discussion and Future Work

Infinite zoom mechanismTrade-off: Medium fidelity vs. Temporal

continuityLinear blending

new frequencies contrast loss

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Discussion and Future Work

Infinite zoom mechanismLinear blendingFeature aware blending [GVWD06,WY04]

Texture Feature Map

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Conclusions

Simplicity Strong temporal coherence Real-time animation Variety of styles

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Thank you for your attentionI will be pleased to answer your questions.

Paper, shaders and solid textures gallery: http://artis.inrialpes.fr/Publications/2009/BBT09/