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Page 1: Ptex: Per-face Texture Mapping for Production Rendering

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)?


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