synthesis of compact textures for real-time terrain rendering nader salman 22 juin 2007 encadrant :...
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Synthesis of Compact Textures for real-time Terrain Rendering
Nader Salman22 juin 2007
Encadrant : Sylvain Lefebvre
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Motivations• Need for large textures
– Simple repetition: low quality
• Texture synthesis from example– Pre-computation:
• Need to store large result
• Limited memory!
– Image Compression:• Rendering: Hinders sequential coding
• Block based: Fixed rate (÷ 6)
– Our approach :
Synthesize compact textures, that can be efficiently decoded at rendering time
[Garber 1981, Popat & Picard 1993, Efros & Leung 1999, Wei & Levoy 2000, Ashikhmin 2001, Hertzmann et al 2001, Tong et al 2002 …]
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Our approach
• Inspired by patch-based synthesis– Patch-based Synthesis
[Praun et al 2000, Liang et al 2001, Efros and Freeman 2001, Kwatra et al 2003]
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Our approach
• Inspired by patch-based synthesis– Record patch positioning and stitching
(instead of final image)– Decode at rendering time
• Main difficulties:– Adapt synthesis for compact encoding– Prepare for efficient decoding on GPU
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ExemplarExemplar
Positioning
1 2
Cuts
3
Stitch
Our approach
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A first example
• Memory size:– Full image: 805 MB ( result size: 16K x16K )– Our encoding: 26 MB ( patch size: 128x128 )
Exemplar(1024x1024)
Synthesis Result
Compact representation
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Overview
• Introduction• Our approach
– Patch positioning– Optimal cuts– Seam removal
• Results and performance• Future Work
– Multiple materials– Slope– GPU Decoding
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Our approach
ExemplarExemplar
Positioning
1 2
Cuts
3
Stitch
1. Positioning
ExemplarExemplar
• Scan exemplar• Choose best fit patch• Place patch• Memorize position
?
Patch positionPatch position
Compact representationCompact representation
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ExemplarExemplar
Positioning
1 2
Cuts
3
Stitch
Our approach
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Why do we cut?
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Graph cut
1 4 72 5 83 6 9
1 4 72 5 83 6 9
A
B Construct graph such that:
Graph Mincut Best Seam
A
∞
∞
∞B
∞
∞
∞
1 4
2 5
3 6
7
8
9
Potential Seam Cost Constraint
20 100
3010
1585
40
35
1 4
2 5
3 6
7
8
9
A B
20
3010
15
Seam
12 53 6
4 789
A
B
[Kwatra 2003]
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Graph cut
• Problem with encoding:– Cut can be arbitraryExpensive to store!
• Our approach– Constrain cuts to be 1D functions– Still search for optimal!
0
0
2
2
2
2
2
1
1
1
1
0
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Our approach
ExemplarExemplar
Positioning
1 2
Cuts
3
Stitch
2. Optimal Cuts
Current outputCurrent output
A
B
B
Constrained arcsConstrained arcs
Bidirectional arcsBidirectional arcs
One D. SeamOne D. Seam
Horizontal Overlap ImageHorizontal Overlap Image 00 02 2 2 2 1 1 0 0
Vertical Overlap ImageVertical Overlap Image 2 2 2 1 1 0 1 1
Compact representationsCompact representations
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ExemplarExemplar
Positioning
1 2
Cuts
3
Stitch
Our approach
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Why stitching ?
• Seams might still be visible in some cases
Avoid visible discontinuities
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Our approach3. Stitching
New patch Existing texture
PoissonImageEditing
Current positionMask
[Perez et al. 2003]
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Encoding of Poisson field (1)
Before Poisson After Poisson Deformation Field(x8 for visualisation)
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Encoding of Poisson field (2)
• Problem: – Deformation is an image as big as output!
Approx ?
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• Compression:– Per patch
• Approximate as sum of 2 fields• Each is a ‘flattened 1D pyramid’
– Optimize with least square• argmin || Ax - b ||2
– Fast reconstruction on the GPU• 1D pyramid = 1D MIP-map
Encoding of Poisson field (3)
High Frequency
Smooth
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Encoding of Poisson field (4)
pSNR = 43,7 dB
Output with Poisson Approximated Output
High Frequencies
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Output with Poisson
pSNR = 50,2 dBpSNR = 43,2 dB pSNR = 46,12dB
Approx. outputs
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Overview• Introduction• Our approach
– Patch positioning– Optimal cuts– Seam removal
• Results and performance• Upcoming Work
– Multiple materials– Slope– GPU Decoding
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Algorithm performance
Patch size(pixels)
Output size (MB)
Patch Size 16x16Output 2,4 GB
Patch Size 32x32Output 542 MB
Patch Size 128x128Output 90 MB
Input size: 1024 x 1024 Output size: 32K x 32K
32K x 32K 3GB uncompressed
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Quick comparison
Our approach
[Kwatra 2003]
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Overview
• Introduction• Our approach
– Patch positioning– Optimal cuts– Seam removal
• Results and performance• Upcoming Work
– Multiple materials– Slope– GPU Decoding
![Page 26: Synthesis of Compact Textures for real-time Terrain Rendering Nader Salman 22 juin 2007 Encadrant : Sylvain Lefebvre](https://reader035.vdocuments.mx/reader035/viewer/2022062322/56649f305503460f94c4b1d7/html5/thumbnails/26.jpg)
Conclusion• Need for detailed large textures
– Limited memory
• Contributions– High quality texture synthesis
• Results comparable to existing schemes– Directly into compact representation
• Reduced storage– Decoded at rendering time only
• Never stored ‘uncompressed’
• First step in more general approach– Data amplification:
• Details at runtime from compact representation
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Thank you
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Compression value
Output size
4k x 4k 8k x 8k 16k x 16k 131k x 131k
Uncompressed 50 MB 201 MB 805 MB 51 GB
Our technique 4 MB 9 MB 26 MB 1.4 GB
Exemplar size: 1024 x 1024 pixelsPatch Size: 128 x 128 pixels
Ratio improves as output gets largerVaries in this case from 12 up to 36
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Compression
• Defauts des compression JPEG/PNG– Pas effectuable au rendu– Necessite de decompresser sur GPU
• Division en blocs – Compression maximale facteur 6– Entraine des pertes significatives
• Or nous voulons– Facteur plus important que 6– Pouvoir etre realise au rendu sur GPU
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Calculating the compact size• Output side size : S• Exemplar side size : E• Patch side size : P• Overlap size : O
• Number of patches per side :
n = S ÷ (P – O)
• Number of patches :
nPatches = ceil (n) * ceil(n)
• Total size :
total = nPatches*2 + 2*p*nPatches + e*e*3 + 2*(2*P-1)*2*nPatches
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Run-time synthesis
Tiles
Combined to form a texture
• Synthesized at rendering time– Pixel-based
Fine-scale variety
Fast and parallel
Unique material
Complex to implement
– Tile-based
On-demand evaluation
Variety limited by number of tiles
Too many tiles if multiple materials
Distinctive features reveal tiling structure
[Lefebvre and Hoppe 2005]
[Cohen etal. 2003, Lefebvre and Neyret 2003, Wei 2004]
Example
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Run-time synthesis
Tiles
Combined to form a texture
• Pixel-based Fine-scale variety
Fast
Still not fast enough
Unique material
Complex to implement
• Tile-based On-demand evaluation
Variety limited by number of tiles
Distinctive features reveal tiling structure
Exemplar Synthesized
[Lefebvre and Hoppe 2005]
[Wei 2004]
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g
g
over div vf
[Perez et al 2003]
Poisson image editing
f*
Ω
g
PoissonImageEditing
f
*2 with min ffgf
f
© Disney/Pixar 2003
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Oblivion ©2006 Bethesda Softworks
Bad transitions
Distortion
Repetitions
![Page 74: Synthesis of Compact Textures for real-time Terrain Rendering Nader Salman 22 juin 2007 Encadrant : Sylvain Lefebvre](https://reader035.vdocuments.mx/reader035/viewer/2022062322/56649f305503460f94c4b1d7/html5/thumbnails/74.jpg)
Multiple materials• User guided• Edge map• Color or edge depending on material
(In progress)
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Steep patches
• Difficulty:– Adapt each step for steep patches
(In progress)
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• Input size: 1024 x 1024 px
• Output size: 32K x 32K px
• Uncompressed output :
32K x 32K x 3 = 3 GB !!
Our algorithm : 90 MB !!
Algorithm performance (1)
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Contributions
• High quality texture synthesis– Results comparable to existing schemes
• Directly into compact representation– Reduced storage
• Decoded at rendering time only– Never stored ‘uncompressed’