Ptex: Per-Face Texture Mapping for Production Rendering

dc.contributor.authorBurley, Brenten_US
dc.contributor.authorLacewell, Dylanen_US
dc.date.accessioned2015-02-21T17:05:50Z
dc.date.available2015-02-21T17:05:50Z
dc.date.issued2008en_US
dc.description.abstractExplicit 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.en_US
dc.description.number4en_US
dc.description.seriesinformationComputer Graphics Forumen_US
dc.description.volume27en_US
dc.identifier.doi10.1111/j.1467-8659.2008.01253.xen_US
dc.identifier.issn1467-8659en_US
dc.identifier.pages1155-1164en_US
dc.identifier.urihttps://doi.org/10.1111/j.1467-8659.2008.01253.xen_US
dc.publisherThe Eurographics Association and Blackwell Publishing Ltden_US
dc.titlePtex: Per-Face Texture Mapping for Production Renderingen_US
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