11-Pipeline

11-Pipeline - Texture Mapping(Briey More Later We know how...

Info iconThis preview shows pages 1–21. Sign up to view the full content.

View Full Document Right Arrow Icon
Texture Mapping (Briefy, More Later) We know how to go from this… to this J. Birn
Background image of page 1

Info iconThis preview has intentionally blurred sections. Sign up to view the full version.

View Full DocumentRight Arrow Icon
But what about this… to this? J. Birn Texture Mapping
Background image of page 2
Textures • How can we go about drawing surfaces with complex detail? Target Model
Background image of page 3

Info iconThis preview has intentionally blurred sections. Sign up to view the full version.

View Full DocumentRight Arrow Icon
Textures • How can we go about drawing surfaces with complex detail? • We could tessellate the sphere in a complex fashion and then associate the appropriate material properties to each vertex Target Model Complex Surface
Background image of page 4
Textures • How can we go about drawing surfaces with complex detail? • We could use a simple tessellation and use the location of surface points to look up the appropriate color values Target Model Simple Surface Texture Image
Background image of page 5

Info iconThis preview has intentionally blurred sections. Sign up to view the full version.

View Full DocumentRight Arrow Icon
Textures • Advantages: o The 3D model remains simple o It is easier to design/modify a texture image than it is to design/modify a surface in 3D. Target Model Simple Surface Texture Image
Background image of page 6
Another Example: Brick Wall
Background image of page 7

Info iconThis preview has intentionally blurred sections. Sign up to view the full version.

View Full DocumentRight Arrow Icon
Another Example: Brick Wall +
Background image of page 8
2D Texture • Coordinates described by variables s and t and range over interval (0,1) • Texture elements are called texels • Often 4 bytes (rgba) per texel t s
Background image of page 9

Info iconThis preview has intentionally blurred sections. Sign up to view the full version.

View Full DocumentRight Arrow Icon
Texture Mapping a Sphere • How do you generate texture coordinates at each intersection point? Target Model Simple Surface Texture Image
Background image of page 10
3D Polygon Rendering Pipeline Jason Lawrence CS 4810: Graphics Acknowledgment: slides by Misha Kazhdan, Allison Klein, Tom Funkhouser, Adam Finkelstein and David Dobkin
Background image of page 11

Info iconThis preview has intentionally blurred sections. Sign up to view the full version.

View Full DocumentRight Arrow Icon
Road Map for Next Lectures • Leaving ray-tracing • Moving on to polygon-based rendering o Rendering pipeline (today) o Clipping o o Texture-mapping o Hidden-surface removal • This polygon-based rendering is what happens in your PC
Background image of page 12
3D Polygon Rendering • Many applications use rendering of 3D polygons with direct illumination
Background image of page 13

Info iconThis preview has intentionally blurred sections. Sign up to view the full version.

View Full DocumentRight Arrow Icon
3D Polygon Rendering • Many applications use rendering of 3D polygons with direct illumination Half-Life 2 (Valve Software)
Background image of page 14
3D Polygon Rendering • Many applications use rendering of 3D polygons with direct illumination Star Wars: Knights of the Old Republic (BioWare)
Background image of page 15

Info iconThis preview has intentionally blurred sections. Sign up to view the full version.

View Full DocumentRight Arrow Icon
Ray Casting Revisited • For each sample … o Construct ray from eye position through view plane o Find ±rst surface intersected by ray through pixel o Compute color of sample based on surface radiance More ef±cient algorithms utilize spatial coherence!
Background image of page 16
3D Polygon Rendering • Logical inverse of ray casting • Idea: Instead of sending rays from the camera into the scene, send rays from the scene into the camera.
Background image of page 17

Info iconThis preview has intentionally blurred sections. Sign up to view the full version.

View Full DocumentRight Arrow Icon
3D Polygon Rendering • Ray casting: pick pixel and fgure out what color it should be based on what object its ray hits • Polygon rendering: pick polygon and fgure out what pixels it should aFFect
Background image of page 18
3D Rendering Pipeline (for direct illumination) 3D Geometric Primitives Image This is a pipelined sequence of operations to draw a 3D primitive into a 2D image Modeling Transformation Camera Transformation Projection Transformation Lighting Clipping Scan Conversion
Background image of page 19

Info iconThis preview has intentionally blurred sections. Sign up to view the full version.

View Full DocumentRight Arrow Icon
3D Rendering Pipeline (for direct illumination) Transform from current (local) coordinate system
Background image of page 20
Image of page 21
This is the end of the preview. Sign up to access the rest of the document.

This note was uploaded on 03/21/2010 for the course CS 4810 taught by Professor Lawrence during the Spring '10 term at UVA.

Page1 / 61

11-Pipeline - Texture Mapping(Briey More Later We know how...

This preview shows document pages 1 - 21. Sign up to view the full document.

View Full Document Right Arrow Icon
Ask a homework question - tutors are online