“Per-face texture mapping for real-time rendering” by McDonald Jr. and Burley




    Per-face texture mapping for real-time rendering



    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.


    1. Burley, B., and Lacewell, D. 2008. Ptex: Per-Face Texture Mapping for Production Rendering. In Eurographics Symposium on Rendering 2008, 1155–1164.
    2. Microsoft, Inc. 2011. Semantics (DirectX HLSL), http://msdn.microsoft.com/en-us/library/bb509647%28v=vs.85%29.aspx

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