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Lapped Solid Textures: Filling a Model with Anisotropic Textures

Lapped Solid Textures: Filling a Model with Anisotropic Textures. Kenshi Takayama 1 Makoto Okabe 1 Takashi Ijiri 1 Takeo Igarashi 1,2 1 The University of Tokyo 2 JST ERATO. Goal. Create 3D models with internal textures Target: natural objects Fruits, vegetables, …

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Lapped Solid Textures: Filling a Model with Anisotropic Textures

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  1. Lapped Solid Textures:Filling a Model with Anisotropic Textures Kenshi Takayama1Makoto Okabe1 Takashi Ijiri1Takeo Igarashi1,2 1The University of Tokyo 2JST ERATO

  2. Goal • Create 3D models with internal textures • Target: natural objects • Fruits, vegetables, … • Non-uniform internal structure Demo

  3. Our approach

  4. Key idea: Extend “Lapped textures” to 3D Lapped textures [Praun et al. ’00] Patch-pasting Texture patch 2D texture exemplar Surface vector field Triangular mesh Result

  5. Key idea: Extend “Lapped textures” to 3D Lapped solid textures Patch-pasting 3D texture exemplar Texture patch Volumetric tensor field Tetrahedral mesh Result

  6. Related work

  7. Procedural approach  Pros • Compact • Arbitrary resolution  Cons • Difficult to control • Uniform patterns only [Perlin ’85] [Cutler et al. ’04]

  8. Tweaking 2D photos  Pros • Intuitive user interface • Non-uniform structure  Cons • Artifacts • Inconsistency(Owada) • Blur by morphing (Pietroni) [Owada et al. ’04] [Pietroni et al. ’07]

  9. Solid texture synthesis [Heeger and Bergen ’95; Ghazanfarpour and Dischler ’96; Dischler et al. ’98; Lefebvre and Poulin ’00 ; Wei ’02; Jagnow et al. ’04; Qin and Yang ’07; Kopf et al. ’07; Dong et al. ’08]  Pros • Quality 3D texture from 2D examplars  Cons • Data-intensive • Difficult to handle non-uniform structure [Kopf et al. ’07]

  10. Contributions • Extend “Lapped textures” to 3D • Select position • Paste • Adjust shape Please refer tothe paper!

  11. Contributions(contd.) • Classification of solid textures • User interface for tensor field design • Creation of depth-varying models

  12. Classification of solid textures • User interface for tensor field design • Creation of depth-varying models

  13. Classification of solid textures • Based on 2aspects Anisotropy level  Change in appearance w.r.t. cutting orientation a a Variation level  Change in pattern w.r.t. spatial position b c b c

  14. Anisotropy level • Change in appearance w.r.t. cutting orientation Level 0 Level 1 Level 2 Level Axis a c b Align with –(Isotropic) 3D vector 3D tensor

  15. Variation level • Change in pattern w.r.t. spatial position Level 0 Level 1 Level 2 Level 3 Level a b 0D (Homogeneous) 1D 2D 3D c Vary in

  16. Anisotropy level 0 1 2 Tilability 3D 0 0 1-a 2-a 2D – Variation level 1 1-b 2-b [Owada’04] [Ours] 1D 2 – – 2-c 0D 3 – – 2-d Demo

  17. Classification of solid textures • User interface for tensor field design • Creation of depth-varying models

  18. User interface for tensor field design • Set depth field • Similar to [Owada’04] • Draw stroke on layers Demo

  19. Classification of solid textures • User interface for tensor field design • Creation of depth-varying models

  20. Creation of depth-varying models • Depth-varying textures Depth Type 1-b Type 2-b

  21. Creation of depth-varying models • 3kinds of texture patch Outer Middle Inner

  22. Creation of depth-varying models • Choose one according to depth

  23. Results

  24. Limitations • Artifacts • Tensor field singularities

  25. Limitations • Artifacts • Highly-structured textures Blurring Misalignment

  26. Limitations • How to create texture exemplar? • Currently: ad-hocmethods • Sweep of 2D image • Noise function • Putting 3D geometry • Copy / paste • Solid texture synthesis In-house voxel editor

  27. Conclusion • Patch-based approach to creating 3D models with internal textures • Extend “Lapped textures” to 3D • Contributions • Classification of solid textures • User interface for tensor field design • Creation of depth-varying models

  28. Thank you! Acknowledgements: Shigeru Owada Kazuo Nakazawa(Sony CSL) (National Cardiovascular Center) SIGGRAPH reviewers Funded by IPA(Information-technology Promotion Agency, Japan)

  29. Data representation v0 • Store texture coordinates only v2 v1 v3 w0 w0 w0 w1 w1 w1 w2 w2 w2 w3 w3 w3

  30. Data representation • Store texture coordinates only • When cutting: • Linearly interpolate texture coordinates • No voxel computation!

  31. Statistics CPU: 2.33 GHz RAM: 1.0 GB

  32. Future work • Anisotropic reflection • Different color at same position! • Depends on cutting orientation

  33. Future work • Translucent objects • Colors on cross-section reveals internal content  Traditional synthesis methods cannot handle!

  34. Creation of texture patch • Constant “splotch” mask Mask shape Cross-sections

  35. Creation of texture patch • Assume less-structured textures • What if texture is highly structured? Future work

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