GPU-Friendly Laplacian Texture Blending
Bartlomiej Wronski
TL;DR
The paper tackles visible seams and contrast loss in texture blending by introducing a GPU-friendly Laplacian pyramid blending method that operates directly on the existing texture mipmaps with no precomputation. It distributes blending across Laplacian levels using a mask with level-wise Gaussian content, enabling perceptually natural transitions and preservation of fine details. Key contributions include an inline Laplacian construction from mipmaps, a frequency-aware approach to blending radii, a variance-based analysis guiding level choice, and practical GPU optimizations such as level skipping and dynamic mask levels. The method supports material layering and procedural tiling (e.g., hex tiling) with minimal memory overhead, at the cost of additional texture samples and arithmetic, making it suitable for real-time rendering applications with careful profiling.
Abstract
Texture and material blending is one of the leading methods for adding variety to rendered virtual worlds, creating composite materials, and generating procedural content. When done naively, it can introduce either visible seams or contrast loss, leading to an unnatural look not representative of blended textures. Earlier work proposed addressing this problem through careful manual parameter tuning, lengthy per-texture statistics precomputation, look-up tables, or training deep neural networks. In this work, we propose an alternative approach based on insights from image processing and Laplacian pyramid blending. Our approach does not require any precomputation or increased memory usage (other than the presence of a regular, non-Laplacian, texture mipmap chain), does not produce ghosting, preserves sharp local features, and can run in real time on the GPU at the cost of a few additional lower mipmap texture taps.
