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Two New Methods for Real-Time Per-Face Texture Mapping (Ptex)
KTH, School of Electrical Engineering and Computer Science (EECS), Computer Science.
KTH, School of Electrical Engineering and Computer Science (EECS), Computer Science.
2022 (English)Independent thesis Basic level (degree of Bachelor), 10 credits / 15 HE creditsStudent thesisAlternative title
Två Nya Metoder för ”Per-Face Texture Mapping (Ptex)” i Realtid (Swedish)
Abstract [en]

Ptex (Per-Face Texture Mapping for Production Rendering) is a technology unveiled by Disney in 2008 that automatizes the process of applying textures to 3D models but is rarely used in real-time contexts, where this process is still largely manual and time consuming. This report aims to compare two new real-time methods, Reduced Traverse and Hybrid, to two existing ones, Discard and Traverse, which could give new insight into the feasibility of widespread real-time Ptex and consequent resource savings. Reduced Traverse renders using Traverse along texture seams and in a simpler manner elsewhere, while Hybrid is a combination of Discard and Traverse. The performance of the implementations was compared in terms of time per frame, and their render quality was compared in terms of perceived similarity to a reference. We found that one of our methods, Reduced Traverse, outperformed all other methods when MSAA (Multi-Sample Anti-Aliasing) was disabled, and had the highest perceived quality of output of all methods when MSAA was enabled, while still performing at least as well as Discard and Traverse, depending on the scenario. In addition, the Hybrid method had the second-highest perceived quality while sometimes performing similarly to Traverse and other times similarly to Discard, depending on scenario. Disabling MSAA for Reduced Traverse resulted in its quality being slightly lower than the other implementations, likely caused by increased unevenness along the outer edges of the renders. There is potential for future research on the heuristic employed by Hybrid; Further improvements to Reduced Traverse; on objective human perception modelling; on the limitations of Reduced Traverse and Hybrid; and on even faster real-time Ptex methods to act as feasible alternatives to UV-unwrapping in real-time applications.

Abstract [sv]

Ptex (Per-Face Texture Mapping for Production Rendering) är en teknik som presenterades av Disney 2008 som automatiserar processen att applicera texturer på 3D-modeller men som sällan används i realtidssammanhang, där denna process fortfarande till stor del är manuell och tidskrävande. Denna rapport ämnar att jämföra två nya realtidsmetoder, Reduced Traverse och Hybrid, med två befintliga, Discard och Traverse, vilket skulle kunna ge ny insikt kring genomförbarheten av att omfattande använda realtids-Ptex, med dess medföljande resursbesparingar. Reduced Traverse renderar som Traverse längs textursömmar och på ett enklare sätt på andra ställen, medan Hybrid är en kombination av Discard och Traverse. Implementationernas prestanda jämfördes i termer av tid per bildruta, och deras renderingskvalitet jämfördes med avseende på upplevd likhet med en referens. Vi fann att en av våra metoder, Reduced Traverse, överträffade alla andra metoder när MSAA var inaktiverad och hade den högsta upplevda kvaliteten på utdata av alla metoder när MSAA var aktiverad, samtidigt som den presterade minst lika bra som Discard och Traverse, beroende på scenariot. Dessutom hade hybridmetoden den näst högsta upplevda kvaliteten samtidigt som den prestandan i vissa fall liknade Traverse och i andra fall Discard beroende på scenario. Inaktivering av MSAA för Reduced Traverse resulterade i att kvaliteten var något lägre än de andra implementeringarna, troligtvis orsakad av ökade ojämnheter längs de yttre kanterna på renderingarna. Det finns potential för framtida forskning om den heuristik som används av Hybrid; ytterligare förbättringar av Reduced Traverse; om objektiv mänsklig perceptionsmodellering; om begränsningarna för Reduced Traverse och Hybrid; och om ännu snabbare realtids-Ptex-metoder som kan fungera som alternativ till UV-upppackning i realtidsapplikationer.

Place, publisher, year, edition, pages
2022. , p. 38
Series
TRITA-EECS-EX ; 2022:457
National Category
Computer and Information Sciences
Identifiers
URN: urn:nbn:se:kth:diva-319650OAI: oai:DiVA.org:kth-319650DiVA, id: diva2:1701157
Subject / course
Computer Science
Educational program
Master of Science in Engineering - Computer Science and Technology
Supervisors
Examiners
Available from: 2022-10-07 Created: 2022-10-05 Last updated: 2022-10-07Bibliographically approved

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