TL;DR: This work proposes a system, implemented on today's GPUs, which unifies classical solutions aimed at reducing memory transfer: progressive loading, texture compression, and caching strategies, and shows that it achieves interactive frame rates even in low-memory low-bandwidth situations.
Abstract: Video games and simulators commonly use very detailed textures, whose cumulative size is often larger than the GPU memory. Textures may be loaded progressively, but dynamically loading and transferring this large amount of data in GPU memory results in loading delays and poor performance. Therefore, managing texture memory has become an important issue. While this problem has been (partly) addressed early for the specific case of terrain rendering, there is no generic texture management system for arbitrary meshes. We propose such a system, implemented on today's GPUs, which unifies classical solutions aimed at reducing memory transfer: progressive loading, texture compression, and caching strategies. For this, we introduce a new algorithm -- running on GPU -- to solve the major difficulty of detecting which parts of the texture are required for rendering. Our system is based on three components manipulating a tile pool which stores texture data in GPU memory. First, the Texture Load Map determines at every frame the appropriate list of texture tiles (i.e. location and MIP-map level) to render from the current viewpoint. Second, the Texture Cache manages the tile pool. Finally, the Texture Producer loads and decodes required texture tiles asynchronously in the tile pool. Decoding of compressed texture data is implemented on GPU to minimize texture transfer. The Texture Producer can also generate procedural textures. Our system is transparent to the user, and the only parameter that must be supplied at runtime is the current viewpoint. No modifications of the mesh are required. We demonstrate our system on large scenes displayed in real time. We show that it achieves interactive frame rates even in low-memory low-bandwidth situations.
TL;DR: This paper improves research by replacing the weighted sum with a Pareto ranking scheme, which preserves the independence of feature tests during fitness evaluation, and shows that acceptable textures can be evolved much more efficiently and with less user intervention with MOP evolution than compared to the weightedsum approach.
Abstract: This paper investigates the application of evolutionary multiobjective optimization to two-dimensional procedural texture synthesis. Genetic programming is used to evolve procedural texture formulae. Earlier work used multiple feature tests during fitness evaluation to rate how closely a candidate texture matches visual characteristics of a target texture image. These feature test scores were combined into all overall fitness score using a weighted sum. This paper improves this research by replacing the weighted sum with a Pareto ranking scheme, which preserves the independence of feature tests during fitness evaluation. Three experiments were performed: a pure Pareto ranking scheme, and two Pareto experiments enhanced with parameterless population divergence strategies. One divergence strategy is similar to that used by the NSGA-II system, and scores individuals using their nearest-neighbour distance in feature-space. The other strategy uses a normalized, ranked abstraction of nearest neighbour distance. A result of this work is that acceptable textures can be evolved much more efficiently and with less user intervention with MOP evolution than compared to the weighted sum approach. Although the final acceptability of a texture is ultimately a subjective decision of the user, the proposed use of multi-objective evolution is useful for generating for the user a diverse assortment of possibilities that reflect the important features of interest.
TL;DR: The automatic synthesis of procedural textures for 3D surfaces using genetic programming is investigated, and a variety of experiments successfully generated procedural textures that displayed visual characteristics similar to the target textures used during training.
TL;DR: A technique for creating a smoothly varying sequence of procedural textures that interpolates between arbitrary input samples of texture that selects the correct shaders and associated parameters to accomplish the task.
Abstract: We present a technique for creating a smoothly varying sequence of procedural textures that interpolates between arbitrary input samples of texture. This texture transformation uses a library of procedural shaders and selects the correct shaders and associated parameters to accomplish the task.
In general, selecting a procedural texture from a library, or finding the correct parameters to produce a smooth texture transition can be complex and time consuming. We propose a strategy for automating this process. While superficially this problem appears intractable for both humans and computational systems, its natural characteristics make a computational solution feasible. We present an algorithm and experimental results demonstrating this approach.
Transformation between two textures can then be achieved procedurally, while enforcing perceptual similarity constraints between adjacent texture frames. We describe a technique for efficiently sampling the parameter domain of a shader based on a texture similarity function to create a smooth path through its texture range. In the case of evolving between several shaders, a method is described to obtain the best jump-points which can be used to connect different shaders smoothly in texture space. Several examples of the technique are shown, and future directions as well as potential problems are discussed.
Categories and Subject Descriptors (according to ACM CCS): I.3.7 [Computer Graphics]: Texture
TL;DR: A method to edit noise values to satisfy the constraints that reflect the user's demands while maintaining the inherent statistical features of the noise function is suggested.
TL;DR: This thesis designed and implemented a visual simulation component, which renders convincing clouds using procedural noise-based texture mapping techniques, and is included in the Delta3d simulation engine and is used to create convincing clouds in outdoor simulations while the performance penalty imposed is considered acceptable.
Abstract: : Many 3D training simulations employ static, and to some extent, simplistic natural phenomena representation that often leaves much to be desired. Taking advantage of the latest advancements in computer graphics hardware allows modeling dynamic natural phenomena such as clouds. Specifically, utilizing procedural techniques and high-level shading languages, it is possible to produce considerably more realistic simulations. This thesis designed and implemented a visual simulation component, which renders convincing clouds using procedural noise-based texture mapping techniques. Both traditional rendering and shader-enabled rendering supported by the OpenGL Shading Language are utilized. This component has been included in the Delta3d simulation engine and is used to create convincing clouds in outdoor simulations while the performance penalty imposed is considered acceptable. Custom tools have been developed for easy noise texture parameterization and cross-platform compatibility has been demonstrated.
TL;DR: This paper attempts to generate procedural 3D cloud texture automatically from genetic programming techniques and image matching evaluation scheme, based on genetic algorithms.
Abstract: In this paper we describe an approach to the procedural techniques of pattern generation to be used in rendering, based on genetic algorithms. Procedural textures exhibit many advantages over traditional surface texturing techniques, but unfortunately it is difficult for us to find the correct procedural texture and appropriate parameters to create the desired texture can be a daunting task for even the most experienced user. Upon analysis of genetic programming techniques and image matching evaluation scheme, we attempt to generate procedural 3D cloud texture automatically.
TL;DR: In experimental result of this paper, application by passing back algorithm and varying the parameter such as scale, period, distortion, octaves of noise make showing the superiority of optimized rendering of spheres and perfect another marble effects.
Abstract: Nowaday, market size of digital image in world around is looks to rapidly growth. For this, Texture mapping has traditionally been used to add realism to computer graphics images. Therefore to make our image realistic, we need to give the various kind of objects material parameter and environment lighting. To present the completed marble we use passing back algorithm and combination with channel of a material. In experimental result of this paper that application by passing back algorithm and varying the parameter such as scale, period, distortion, octaves of noise make showing the superiority of optimized rendering of spheres and perfect another marble effects.