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Procedural Wood Texture Generation, Solid Texturing and Simulation - - PowerPoint PPT Presentation

Procedural Wood Texture Generation, Solid Texturing and Simulation Jrmie Dumas Supervisor: Pierre Poulin Laboratoire dInformatique Graphique de lUniversit de Montral May-July 2011 Jrmie Dumas (ENS de Lyon) Wood Texture


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Procedural Wood Texture Generation, Solid Texturing and Simulation

Jérémie Dumas Supervisor: Pierre Poulin

Laboratoire d’Informatique Graphique de l’Université de Montréal

May-July 2011

Jérémie Dumas (ENS de Lyon) Wood Texture Simulation May-July 2011 1 / 24

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Motivations

Why Wood Textures ?

Wood → one of the most often used material in CG Various applications for biologists, artists, graphic designers Can use either 2D textures or 3D textures (solid textures) Faithful simulation process for texture rendering Modelling of knots, arbitrary shapes, mechanical forces, etc.

Jérémie Dumas (ENS de Lyon) Wood Texture Simulation May-July 2011 2 / 24

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2D Textures versus 3D Textures

Advantages and Drawbacks

2D Textures

+ Fast and straightforward, can create high quality results + Multiple use (color maps, bump maps, displacement maps) – Mapping issues : arbitrary shape parametrization ?

3D Textures

+ Easy of use, no parametrization issues – Difficult to represent as a simple function ρ(x, y, z) – Can be memory expensive (table of 103 × 103 × 103 elements ?)

Jérémie Dumas (ENS de Lyon) Wood Texture Simulation May-July 2011 3 / 24

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Botanical Considerations

Main Phenomena

Annual ring pattern (earlywood : wider, latewood : tighter) Knots (conical shape, more present around the pith) Heartwood and sapwood (reddish color, etc.)

Other Factors

Wind and gravity forces Light and water availability Growth environment (fences, diseases, insects, temperature. . . )

Jérémie Dumas (ENS de Lyon) Wood Texture Simulation May-July 2011 4 / 24

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Botanical Considerations

Illustration

Figure 1: Section of a Yew branch 1.

  • 1. Source : Wikipedia. Author : MPF.

Jérémie Dumas (ENS de Lyon) Wood Texture Simulation May-July 2011 5 / 24

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Previous work

Procedural Wood Textures ([Pea85] and [Nor09]) Multiple level of details, filtering issues Voxel Simulation ([Buc98]) Memory issues, biased along axis direction L-systems and 3GMap L-systems ([PL96] and [TGM+09]) Formal grammar with parallel application of rules Biologicaly faithful, but hard to use

Jérémie Dumas (ENS de Lyon) Wood Texture Simulation May-July 2011 6 / 24

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Previous Work

Illustrations (a) Peachey [Pea85] (b) Buchanan [Buc98]

Jérémie Dumas (ENS de Lyon) Wood Texture Simulation May-July 2011 7 / 24

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Previous Work

Illustrations (c) Terraz et al. [TGM+09] (d) Norell [Nor09]

Jérémie Dumas (ENS de Lyon) Wood Texture Simulation May-July 2011 8 / 24

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Our Approach

Global Framework

Figure 2: Modeling with blocks (Leblanc, 2011 [LHP11])

Jérémie Dumas (ENS de Lyon) Wood Texture Simulation May-July 2011 9 / 24

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Our Approach

Global Framework

Description

Refinable polygonal mesh Skeleton generation with L-systems Surfacic and volumetric parametrization Generate cross-section textures Interpolation between textures

Jérémie Dumas (ENS de Lyon) Wood Texture Simulation May-July 2011 10 / 24

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Cross-section Texturing

Approach Outline

A first procedural generation ([Nor09]) A second, particle-based, approach Cell (active, dead), groups (generation) Parameters : speed, angle, age, color, etc. Output : a graph (skeleton) G = (V , E)

Jérémie Dumas (ENS de Lyon) Wood Texture Simulation May-July 2011 11 / 24

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Cross-section Texturing

Representations

Random perturbations Predefined shape Knot simulation Inward / Outward Multiple piths

Jérémie Dumas (ENS de Lyon) Wood Texture Simulation May-July 2011 12 / 24

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Cross-section Texturing

Heuristics

Intermediary cell generation Speed readjustment Group splitting Cell merging Self-intersections Orientation check Group collisions

Jérémie Dumas (ENS de Lyon) Wood Texture Simulation May-July 2011 13 / 24

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Rendering process

2D Version

kd-tree with unstructured points in the plan Interpolation methods : weighted (blurred), nearest neighbour

3D Version

Graph G = (V , E) with polygons Triangulation : naive O(n2), sophisticated O(n) Bilinear color interpolation (direct with OpenGL)

Jérémie Dumas (ENS de Lyon) Wood Texture Simulation May-July 2011 14 / 24

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Rendering process

(a) Nearest neighbour (b) Weighted sum (c) OpenGL

Figure 3: Result comparison of 3 different rendering processes.

Jérémie Dumas (ENS de Lyon) Wood Texture Simulation May-July 2011 15 / 24

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Remaining Issues

Jagged patterns with large inward-growing groups Contour-limited growth behave as made inside a mould

Possible Corrections ?

Spring-mass system Element remapping Biased regrowth

Jérémie Dumas (ENS de Lyon) Wood Texture Simulation May-July 2011 16 / 24

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Biased Regrowth

Algorithm Outline

Algorithm 1 Contour-driven Growth Simulation

1: Contour + pith ⇒ initial growth G = (V , E) 2: Distance δ from pith to points on the border (eg. : Dijsktra) 3: Map M : angular parameter θ → resulting distance δ 4: Re-run the simulation with speed biased according to M 5: Repeat step 2 to 4 until a visually satisfying result is obtained

Jérémie Dumas (ENS de Lyon) Wood Texture Simulation May-July 2011 17 / 24

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3D Interpolation Problem

Introduction

Cross-section textures at regular intervals Pixel-based interpolation of raster textures (blurry) Morphing-based modern techniques : automatized ⊕ efficient

Possible Heuristic

Match vertices of G1 with the second cross-section G2 # of generation, # of vertices (dummy cells)

Jérémie Dumas (ENS de Lyon) Wood Texture Simulation May-July 2011 18 / 24

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3D Interpolation Problem

Greedy Methods ?

Generations S1, S2 → Matching that minimize c(αi,j) ? Greedy approximation : fix abitrary match of pi and qj with minimum c(i, j), then local algorithm in O(n) Quadratic version : try any two starting points pi and qj Global optimization : assignment problem in O(n3)

Jérémie Dumas (ENS de Lyon) Wood Texture Simulation May-July 2011 19 / 24

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3D Interpolation Problem

Assignment Problem

Find bijection f : A → B which minimizes c(a, f (a)) Hungarian method, or Kuhn–Munkres algorithm, in O(n3) Idea : find maximum potential y : A ∪ B → R such as y(a) + y(b) c(a, b) for all (a, b) ∈ A × B When done, tight edges induce a perfect matching

Jérémie Dumas (ENS de Lyon) Wood Texture Simulation May-July 2011 20 / 24

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Applications and Limitations

Matching between two cross-sections X and Y Branch creation and trunk splitting : match X with Y and Z ? Reverse problem : given a point in the 3D space, find its color More complex if the pith follow a curve, and not a straight line Can use 1D or 2D textures to add a level of details

Jérémie Dumas (ENS de Lyon) Wood Texture Simulation May-July 2011 21 / 24

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Conclusion

2D generative method, fast and customizable Knots, multiple sources, contour-limited growth Possible improvements (biased growth, etc.) 3D interpolation models were proposed

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Thank you for your attention. Feel free to ask your questions.

Jérémie Dumas (ENS de Lyon) Wood Texture Simulation May-July 2011 23 / 24

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John W. Buchanan. Simulating wood using a voxel approach. Computer Graphics Forum, 17(3) :105–112, 1998. Luc Leblanc, Jocelyn Houle, and Pierre Poulin. Modeling with blocks. The Visual Computer (Proc. Computer Graphics International 2011), 27(6-8) :555–563, June 2011. Kristin Norell. Creating synthetic log end face images. In Image and Signal Processing and Analysis, 2009. ISPA 2009. Proceedings of 6th International Symposium on, pages 353–358, Sept. 2009. Darwyn R. Peachey. Solid texturing of complex surfaces. SIGGRAPH Computer Graphics, 19(3) :279–286, July 1985. Przemyslaw Prusinkiewicz and Aristid Lindenmayer. The algorithmic beauty of plants. Springer, 1996.

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