All-Purpose Texture Sprites
نویسندگان
چکیده
We propose a representation for efficiently and conveniently storing texture patches on surfaces without parameterization. The main purpose is to texture surfaces at very high resolution while using very little memory: patterns are stored once while instance (i.e., sprites) attributes (pattern number, size, orientation) are stored in an octree-like structure (requiring no surface parameterization). Our representation correctly handles filtering while most other methods suffer from filtering artifacts at patch boundaries. Implemented as texture sprites, the texture patches of a composite texture can be updated dynamically. This provides natural support for interactive editing, and also enables various kinds of animated textures, from wavy stationary features to crawling spots. We extend this basic scheme with two examples which would be uneasy to achieve with other methods: complex blending modes between the texture patches, and rigid scales on a deforming surface. Since our representation is particularly well suited for interactive applications and texture authoring applications, we focus in the paper on its GPU implementation, while preserving high-quality rendering. Key-words: texture sprites, texture storage, animated textures, hierarchical structures, GPU Textures composites dynamiques Résumé : Nous proposons une représentation pour stocker efficacement et facilement des morceaux de texture sur des surfaces non paramétrées. L’objectif principal est de texturer des surfaces avec une très haute résolution, tout en utilisant peu de mémoire: les morceaux de texture sont stockés une seule fois alors que les attributs (position, taille, orientation) des instances (appelées “sprites”) sont stockés dans une structure hiérarchique similaire à un octree (ce qui ne nécessite pas de paramétrisation). Notre représentation gère correctement le filtrage de la texture composite ainsi obtenue alors que la plupart des autres méthodes souffrent de défauts de filtrage à la bordure des morceaux de texture. Implémentés sous la forme d’instances, les morceaux d’une texture composite peuvent être mis à jour dynamiquement (position, taille, ...). Ceci permet l’édition interactive de la texture et autorise la création de textures animées, allant d’éléments stationnaires animés à des motifs se déplaçant sur la surface. Nous étendons ce schéma de base vers deux exemples difficiles à réaliser avec d’autres méthodes: le mélange complexe de morceaux de texture et des écailles rigides sur une surface déformable animée. Étant donné que notre représentation est particulièrement adaptée aux applications interactives et d’édition de textures, nous nous concentrons dans l’article sur son implémentation pour les processeurs graphiques récents, tout en préservant un rendu de haute qualité. Mots-clés : texture composites, stockage de textures, textures animées, structures hiérarchiques, GPU All-Purpose Texture Sprites 3
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