“Per-Face Texture Mapping for Real-time Rendering” by McDonald Jr. and Burley – ACM SIGGRAPH HISTORY ARCHIVES

“Per-Face Texture Mapping for Real-time Rendering” by McDonald Jr. and Burley

  • ©

Conference:


Type(s):


Title:


    Per-Face Texture Mapping for Real-time Rendering

Organizer(s)/Presenter(s):



Description:


    Texture unwrapping is a nearly ubiquitous step in texture mapping, and serves two important purposes: (1) it indicates where to sample texture across each face and (2) it allows artistic freedom to ―trade‖ texels from low importance areas to high importance areas. Unfortunately, texture unwrapping is time-consuming and automated tools generally produce inferior results to those of a skilled artist. Additionally, even the best unwraps suffer from seams, which cause lighting discontinuities at best and surface discontinuities at worst.

    Ptex, proposed in [Burley and Lacewell 2008], assigns a separate texture per face, skipping the texture unwrap entirely. The technique uses adjacency data to filter across faces, removing visible seams. We propose a technique to render Ptex datasets—intended for offline rendering—at interactive framerates using commodity Direct3D 11 capable hardware.


PDF:



ACM Digital Library Publication:



Overview Page:



Submit a story:

If you would like to submit a story about this experience or presentation, please contact us: historyarchives@siggraph.org