Space-Optimized Texture Atlases for 3D Scenes with Per-polygon Textures

Real-time rendering of massively textured urban scenes is still a challenging problem in computer graphics. Texture atlases and the recently-introduced texture arrays have proven to be a powerful tool to accelerate the rendering of such scenes by minimizing the number of texture switches. In this pa...

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Published in2010 18th Pacific Conference on Computer Graphics and Applications pp. 14 - 23
Main Authors Martinez, Jonas, Andujar, Carlos
Format Conference Proceeding
LanguageEnglish
Published IEEE 01.09.2010
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Abstract Real-time rendering of massively textured urban scenes is still a challenging problem in computer graphics. Texture atlases and the recently-introduced texture arrays have proven to be a powerful tool to accelerate the rendering of such scenes by minimizing the number of texture switches. In this paper we present a perception-based scheme for generating space-optimized texture atlases from 3D scenes with per-polygon textures. Key elements of our approach include the use of perceptual metrics to allocate texture space in accordance to the visual content of each chart, a joint encoding of chart size and position coordinates to provide within-chart tiling support with no space overhead, and a packing strategy achieving full occupancy of the texture atlas. We demonstrate our optimization scheme in the context of real-time navigation through a gigatexel urban model. Our scheme significantly decreases texture memory usage and provides dramatic speed-up factors without noticeable loss in visual quality.
AbstractList Real-time rendering of massively textured urban scenes is still a challenging problem in computer graphics. Texture atlases and the recently-introduced texture arrays have proven to be a powerful tool to accelerate the rendering of such scenes by minimizing the number of texture switches. In this paper we present a perception-based scheme for generating space-optimized texture atlases from 3D scenes with per-polygon textures. Key elements of our approach include the use of perceptual metrics to allocate texture space in accordance to the visual content of each chart, a joint encoding of chart size and position coordinates to provide within-chart tiling support with no space overhead, and a packing strategy achieving full occupancy of the texture atlas. We demonstrate our optimization scheme in the context of real-time navigation through a gigatexel urban model. Our scheme significantly decreases texture memory usage and provides dramatic speed-up factors without noticeable loss in visual quality.
Author Andujar, Carlos
Martinez, Jonas
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  givenname: Carlos
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Snippet Real-time rendering of massively textured urban scenes is still a challenging problem in computer graphics. Texture atlases and the recently-introduced texture...
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StartPage 14
SubjectTerms Frequency domain analysis
Image coding
Mesh generation
Rendering (computer graphics)
Surface texture
texture optimization
texture packing
texture wrapping
Three dimensional displays
urban rendering
Title Space-Optimized Texture Atlases for 3D Scenes with Per-polygon Textures
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