Ptex: Per-Face Texture Mapping for Production Rendering
Abstract
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.
BibTeX
@article {10.1111:j.1467-8659.2008.01253.x,
journal = {Computer Graphics Forum},
title = {{Ptex: Per-Face Texture Mapping for Production Rendering}},
author = {Burley, Brent and Lacewell, Dylan},
year = {2008},
publisher = {The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {10.1111/j.1467-8659.2008.01253.x}
}
journal = {Computer Graphics Forum},
title = {{Ptex: Per-Face Texture Mapping for Production Rendering}},
author = {Burley, Brent and Lacewell, Dylan},
year = {2008},
publisher = {The Eurographics Association and Blackwell Publishing Ltd},
ISSN = {1467-8659},
DOI = {10.1111/j.1467-8659.2008.01253.x}
}