M2R 2016-2017 project:
"Top-down texture painting"







Advisors

Fabrice NEYRET   -   Maverick team, LJK, at INRIA-Montbonnot
Joelle THOLLOT – Maverick team, LJK, at INRIA-Montbonnot

Context

When an artist design a shape or a painting, he generally sketches the large aspects then go to smaller and smaller details. Computer graphics tools allow to change things at any scale in any order. However, it is often annoying to have a local change impacting the other scales. Controlling the look at each scale is also important since in 3D animation objects will be seen at various distances. E.g. the mean color of skin, lawn, floor, or cloth material has been validated and should be preserved. Still, both painting tools and procedural tools like Perlin noise let the small scales change some of the global look. Moreover, antialiasing filtering of procedural textures is either incorrect or costly because one cannot simply ignore the small scale layer.

Description of the subject

The purpose of the subject is to explore new methods to build textures from top to bottom, or at least, so that mid-scale design doesn’t change the large-scale look already validated – excepted if wanted so. Some basic solutions are color-balanced modifiers adding smaller scale color contrasts (i.e., wavelet-like) cf shadertoy1, and “incompressible” local distortions, cf shadertoy2. But other possibilities can be found, and a lot more is needed to ensure constraints (keeping bounded to [0,1]) and convenient user handles, leading to a brand new usable workflow.

At this stage we only target procedural-based painting rather than stroke-based. In this scope, the model would naturally ensure the correct and free antialiasing filtering, per construction.

Prerequisites

References