The Reyes image rendering architecture
SIGGRAPH '87 Proceedings of the 14th annual conference on Computer graphics and interactive techniques
SIGGRAPH '93 Proceedings of the 20th annual conference on Computer graphics and interactive techniques
Subdivision surfaces in character animation
Proceedings of the 25th annual conference on Computer graphics and interactive techniques
Displaced subdivision surfaces
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Seamless texture mapping of subdivision surfaces by model pelting and texture blending
Proceedings of the 27th annual conference on Computer graphics and interactive techniques
Reconstruction filters in computer-graphics
SIGGRAPH '88 Proceedings of the 15th annual conference on Computer graphics and interactive techniques
Advanced RenderMan: Creating CGI for Motion Picture
Advanced RenderMan: Creating CGI for Motion Picture
Painting and rendering textures on unparameterized models
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Seamster: inconspicuous low-distortion texture seam layout
Proceedings of the conference on Visualization '02
SIGGRAPH '83 Proceedings of the 10th annual conference on Computer graphics and interactive techniques
ACM SIGGRAPH 2004 Papers
Proceedings of the 2004 Eurographics/ACM SIGGRAPH symposium on Geometry processing
Proceedings of the 2007 symposium on Interactive 3D graphics and games
An irradiance atlas for global illumination in complex production scenes
EGSR'04 Proceedings of the Fifteenth Eurographics conference on Rendering Techniques
DiagSplit: parallel, crack-free, adaptive tessellation for micropolygon rendering
ACM SIGGRAPH Asia 2009 papers
ACM Transactions on Graphics (TOG)
High quality elliptical texture filtering on GPU
I3D '11 Symposium on Interactive 3D Graphics and Games
SMI 2011: Full Paper: Displaced subdivision surfaces of animated meshes
Computers and Graphics
Per-face texture mapping for real-time rendering
ACM SIGGRAPH 2011 Studio Talks
Per-face texture mapping for real-time rendering
ACM SIGGRAPH 2011 Talks
A space-efficient and hardware-friendly implementation of Ptex
SIGGRAPH Asia 2011 Sketches
Multiresolution attributes for tessellated meshes
I3D '12 Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games
Parameterization-Aware MIP-Mapping
Computer Graphics Forum
EGSR'11 Proceedings of the Twenty-second Eurographics conference on Rendering
EGSR'10 Proceedings of the 21st Eurographics conference on Rendering
Improving the Parameterization of Approximate Subdivision Surfaces
Computer Graphics Forum
Analytic displacement mapping using hardware tessellation
ACM Transactions on Graphics (TOG)
Real-time local displacement using dynamic GPU memory management
Proceedings of the 5th High-Performance Graphics Conference
Real-time content-aware texturing for deformable surfaces
Proceedings of the 10th European Conference on Visual Media Production
Sorted deferred shading for production path tracing
EGSR '13 Proceedings of the Eurographics Symposium on Rendering
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Explicit parameterization of subdivision surfaces for texture mapping adds significant cost and complexity to film production. Most parameterization methods currently in use require setup effort, and none are completely general. We propose a new texture mapping method for Catmull-Clark subdivision surfaces that requires no explicit parameterization. Our method, Ptex, stores a separate texture per quad face of the subdivision control mesh, along with a novel per-face adjacency map, in a single texture file per surface. Ptex uses the adjacency data to perform seamless anisotropic filtering of multi-resolution textures across surfaces of arbitrary topology. Just as importantly, Ptex requires no manual setup and scales to models of arbitrary mesh complexity and texture detail. Ptex has been successfully used to texture all of the models in an animated theatrical short and is currently being applied to an entire animated feature. Ptex has eliminated UV assignment from our studio and significantly increased the efficiency of our pipeline.