Master Thesis
Space-optimized texture atlas
Jonàs Martínez Bayona
Advisor: Carlos Andujar Master in Computing Universitat Politècnica de Catalunya
Space-optimized texture atlas Jons Martnez Bayona Advisor: Carlos - - PowerPoint PPT Presentation
Master Thesis Space-optimized texture atlas Jons Martnez Bayona Advisor: Carlos Andujar Master in Computing Universitat Politcnica de Catalunya Motivation Many applications rely on heavily-textured models with a large number of
Advisor: Carlos Andujar Master in Computing Universitat Politècnica de Catalunya
Many applications rely on heavily-textured
3D model of Barcelona
93,111 buildings 23,939 distinct textures, most of them periodic
Real-time rendering of detailed textured
Per-corner attributes Poor hardware support for per-corner binding.
Texture switching
Texture atlases
Barcelona with wrapping 18 GB Barcelona without wrapping 12.5 TB
Texture Arrays
An algorithm for creating a space-optimized
A pipeline to generate space-optimized atlases An efficient algorithm for resizing each chart in
accordance with its perceptual importance
A packing algorithm achieving 100% coverage Within-chart tiling support for periodic textures
Application to visualization of a huge city
Downsample the textures according the texture
(Wi, Hi) Size of input image (Ws,Hs) Area each tile is mapped onto If (λWi > Ws) or (λHi > Hs)
Downsample to (Ws/λ, Hs/λ)
We need λ parameter to implement texture LOD
M = Image error metric Ii = Input image Io = Compressed image α = Maximum user-defined error
Measures the average of the square of the error: Error tends to increase slowly as we increase
Signal fidelity is independent of temporal or
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Perform a search of the optimum (wo, ho)
Split the 2D rectangular interval of the
Similar results varying the search order
Upper row: search on widht followed by search
Lower row: alternating search on widht and
Uses a texture atlas binary tree structure A non-empty node defines a chart of the
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A Texture Atlas Tree
Hierarchy can be seen
We store a value that defines the texel size
Minimize the amount of memory using an
We are storing the pyramid of mip-levels
Rendering is performed by
The texel-per-screen pixel
If Sproj is less or equal than a texture
The quadtree subdivision guarantees that
Option 3 (packed coordinates) has the
Image comparison metrics
Buchholz and Döllner presented a level-of-
Creating optimized texture atlas
Rendering optimized texture atlas
Artifacts may appear
Need to determine
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The interpolation in the lower mip-levels takes
The corner points clamped to the edge never
Incorrect bilinear filtering: Correct bilinear filtering:
DXT1 breaks a texture map into 4 x 4
Solution :have in the lowest mip-level a set