Joint UV Optimization and Texture Baking

IF 7.8 1区 计算机科学 Q1 COMPUTER SCIENCE, SOFTWARE ENGINEERING ACM Transactions on Graphics Pub Date : 2023-08-30 DOI:10.1145/3617683
Julian Knodt, Zherong Pan, Kui Wu, Xifeng Gao
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Abstract

Level of detail (LOD) has been widely used in interactive computer graphics. In current industrial 3D modeling pipelines, artists rely on commercial software to generate highly detailed models with UV maps, and then bake textures for low-poly counterparts. In these pipelines, each step is performed separately, leading to unsatisfactory visual appearances for low polygon count models. Moreover, existing texture baking techniques assume the low-poly mesh has a small geometric difference from the high-poly, which is often not true in practice, especially with extremely low poly count models. To alleviate the visual discrepancy of the low-poly mesh, we propose to jointly optimize UV mappings during texture baking, allowing for low-poly models to faithfully replicate the appearance of the high-poly even with large geometric differences. We formulate the optimization within a differentiable rendering framework, allowing the automatic adjustment of texture regions to encode appearance information. To compensate for view parallax when two meshes have large geometric differences, we introduce a Spherical Harmonic (SH) parallax mapping, which uses SH functions to modulate per-texel UV coordinates based on the view direction. We evaluate the effectiveness and robustness of our approach on a dataset composed of online downloaded models, with varying complexities and geometric discrepancies. Our method achieves superior quality over state-of-the-art techniques and commercial solutions.
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联合UV优化和纹理烘焙
详细层次(LOD)在交互式计算机图形学中得到了广泛的应用。在当前的工业3D建模管道中,艺术家依靠商业软件生成具有UV地图的高度详细的模型,然后为低多边形对应对象烘焙纹理。在这些管道中,每个步骤都是单独执行的,导致低多边形数模型的视觉外观不令人满意。此外,现有的纹理烘焙技术假设低多边形网格与高多边形网格的几何差异很小,这在实践中往往是不正确的,特别是在极低多边形数的模型中。为了缓解低多边形网格的视觉差异,我们建议在纹理烘焙过程中共同优化UV映射,使低多边形模型即使在几何差异较大的情况下也能忠实地复制高多边形的外观。我们在一个可微分的渲染框架内制定优化,允许自动调整纹理区域来编码外观信息。为了补偿两个网格几何差异较大时的视差,我们引入了球面调和(SH)视差映射,该映射使用球面调和(SH)函数根据视角方向调制每个纹理的UV坐标。我们在一个由在线下载的模型组成的数据集上评估了我们方法的有效性和鲁棒性,这些模型具有不同的复杂性和几何差异。我们的方法比最先进的技术和商业解决方案实现了卓越的质量。
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来源期刊
ACM Transactions on Graphics
ACM Transactions on Graphics 工程技术-计算机:软件工程
CiteScore
14.30
自引率
25.80%
发文量
193
审稿时长
12 months
期刊介绍: ACM Transactions on Graphics (TOG) is a peer-reviewed scientific journal that aims to disseminate the latest findings of note in the field of computer graphics. It has been published since 1982 by the Association for Computing Machinery. Starting in 2003, all papers accepted for presentation at the annual SIGGRAPH conference are printed in a special summer issue of the journal.
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