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Using dual height fields for the parametrization of signed distance fields Talero, Camilo
Abstract
Ray-tracing has become an important technique used to generate photorealistic images in video games and movies. It is a technique in which straight rays of light traveling in a scene are simulated to produce realistic images. Signed Distance Fields are a class of mathematical functions used to describe 3D geometry. They allow for fast ray-object collision detection. While they are very well suited for simulating the trajectory a ray of light travels through in a scene, they lack explicit surface connectivity information. This makes it challenging to use existing methods that map the surface of the model into an image, also known as texture mapping. Thus, many applications either resort to hybrid approaches where both Signed Distance Fields and triangle meshes are used for different purposes, or texture mapping is not used. In these cases, it is assumed that objects have uniform material properties across large portions of their surface. We propose an algorithm that is capable of computing parametrizations (one of the most popular techniques for texture mapping) of Signed Distance Field data, that leverages an approach based on Dual Height Fields. We leverage the properties of Dual Height Fields, for efficient and effective texture mapping. We achieve this by meshing the model along the DHF direction, parametrizing the result, and then, at render time, using the DHF's natural parametrization to a plane to sample from a texture atlas. We show how our method suitably parametrizes surfaces with minimum distortion in many complex models and how it can be used for texture mapping.
Item Metadata
Title |
Using dual height fields for the parametrization of signed distance fields
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Creator | |
Supervisor | |
Publisher |
University of British Columbia
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Date Issued |
2023
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Description |
Ray-tracing has become an important technique used to generate photorealistic images in video games and movies. It is a technique in which straight rays of light traveling in a scene are simulated to produce realistic images. Signed Distance Fields are a class of mathematical functions used to describe 3D geometry. They allow for fast ray-object collision detection. While they are very well suited for simulating the trajectory a ray of light travels through in a scene, they lack explicit surface connectivity information. This makes it challenging to use existing methods that map the surface of the model into an image, also known as texture mapping. Thus, many applications either resort to hybrid approaches where both Signed Distance Fields and triangle meshes are used for different purposes, or texture mapping is not used. In these cases, it is assumed that objects have uniform material properties across large portions of their surface. We propose an algorithm that is capable of computing parametrizations (one of the most popular techniques for texture mapping) of Signed Distance Field data, that leverages an approach based on Dual Height Fields. We leverage the properties of Dual Height Fields, for efficient and effective texture mapping. We achieve this by meshing the model along the DHF direction, parametrizing the result, and then, at render time, using the DHF's natural parametrization to a plane to sample from a texture atlas. We show how our method suitably parametrizes surfaces with minimum distortion in many complex models and how it can be used for texture mapping.
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Genre | |
Type | |
Language |
eng
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Date Available |
2023-10-13
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Provider |
Vancouver : University of British Columbia Library
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Rights |
Attribution-NonCommercial-NoDerivatives 4.0 International
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DOI |
10.14288/1.0437181
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URI | |
Degree | |
Program | |
Affiliation | |
Degree Grantor |
University of British Columbia
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Graduation Date |
2023-11
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Campus | |
Scholarly Level |
Graduate
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Rights URI | |
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DSpace
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Item Citations and Data
Rights
Attribution-NonCommercial-NoDerivatives 4.0 International