Multi-Texture Mapping Using the GPU

Publicado em: 22 Agosto 2012
no canal de: GoogleTalksArchive
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Google Tech Talks
March 27, 2007

ABSTRACT

Classical texture mapping involves associating a single texture map with each polygon of a 3D scene. The pixels in this map are rendered onto the projection of the polygon in the rendered image, for every image generated of the scene. Consequently, for some viewpoints, the distortion of the texture map when projected to the image may produce results which are visually inferior. Moreover, the preparation of such texture maps, obtained by cutting pieces out of photographs, is time-consuming and error-prone. One solution to the problem is to render using multiple texture maps, such that the texture map used for each rendered image pixel is chosen on the fly, based on the viewpoint and other rendering parameters.

In this paper we describe the implementation of a view-dependent multi-texturing system, which uses a set of images as texture maps. Each pixel of the rendered image is textured using some combination of the texture maps, based on various rendering parameters. We detail the rules used to determine how to best combine the texture maps, and how the texturing is done in real-time using a GPU implementation. We demonstrate the effectiveness of our approach on some real-world data sets consisting of 3D urban scenes textured with a set of aerial photographs. Joint work with Amit Ben-Dor.

Speaker: Craig Gotsman

Craig Gotsman received a Ph.D. in Computer Science from the Hebrew University of Jerusalem in 1991. He is a professor in the Department of Computer Science at the Technion - Israel Institute of Technology, working in 3D computer graphics, geometric modeling and computational geometry, and a co-founder of the Technion Center for Graphics and Geometric Computing (CGGC), which houses three faculty and dozens of graduate students.

More info may be obtained at www.cs.technion.ac.il/~gotsman

Google engEDU
Speaker: Craig Gotsman


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