texture_mapping

# texture_mapping - CAP4730 Computational Structures in...

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Unformatted text preview: CAP4730: Computational Structures in Computer Graphics Texture Mapping Texture Mapping Outline Outline What is texture mapping? s Math behind texture mapping s OpenGL texture mapping s Advanced Topics in texture mapping s Marching towards Visual Marching towards Visual Realism http://www.3drender.com/jbirn/productions.html How do we do this? How do we do this? Another Example Another Example Using only Triangles Using only Triangles s s s s s Using only triangles to model everything is hard Think about a label on a soup can Instead of interpolating colors, map a pattern Run Demo How do you create a pattern? Texture Texture A color array that holds an image s Similar to a framebuffer s gluint buffer[x*y*3] s 255 0 255 s Procedural Texture Procedural Texture s Calculate pixel values via functions Image Textures Image Textures Load pixel values from a file Let’s look at some games Let’s look at some games Texture Space Texture Space How would you store this in your program? s How much memory? s s s = [0…1] t = [0…1] t Object Space Object Space (u1,v1) (u0,v0) s Texture -> Object Transformation s = [0…1] t = [0…1] t u = [0…1] v = [0…1] (u3,v3) (u2,v2) Going from pixels to textures Going from pixels to textures Object -> Texture Transformation (s , t ) (u,v) Image -> Object Transformation ( x, y) What is the question? What is the question? s s s s s A pixel (x,y) corresponds to what texture element (s,t)? Q: How do we convert (s,t) into texture element coordinates? TEXture Elements (TEXELS) A: Linearly Interpolate texture coordinates! http://graphics.lcs.mit.edu/cl asses/6.837/F98/Lecture21/ Slide05.html Tiling Tiling s Let’s look at the texture coordinates s t (u0,v0) (u3,v3) (u1,v1) (u2,v2) Textures built to Tile Textures built to Tile s Think Windows Background 0,0 0,1 s s 0,0 2,0 1,1 0,2 2,2 1,0 Why would you want this? Discuss the Pros and Cons of tiling. Look at code Filtering Filtering s Why does this happen? (u0,v0) (u1,v1) (u2,v2) Filtering Filtering s Why does this happen? (ui,vi) s (uj,vj) What are some alternatives? Combining Lighting + Combining Lighting + Texturing If you notice there is no lighting involved with texture mapping! s They are independent operations, which MAY (you decide) be combined s It all depends on how you “apply” the texture to the underlying triangle s Combining Lighting + Combining Lighting + Texturing s s s s s CT = Texture Color CC = Base Triangle Replace, CF = CT Blend, CF = CT * CC OpenGL: – glTexEnv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND); – http://trant.sgi.com/opengl/docs/man_page Screen space vs. world space Screen space vs. world space P0(x,y,z) V0(x,y) V1(x,y) P1(x,y,z) Interpolation in Screen Space Interpolation in Screen Space P ( t ) = V0 + t (V1 − V0 ) V0(x’,y’) x0 x1 x0 P( t ) = + t − z0 z1 z0 V1(x’,y’) z’=1 P1(x,y,z) P0(x,y,z) Interpolation in World Space Interpolation in World Space P ( t ) = P0 + s ( P − P0 ) 1 V0(x’,y’) x0 x1 x0 P ( t ) = + s − z0 z1 z0 V1(x’,y’) z’=1 P1(x,y,z) P0(x,y,z) Comparing the two Comparing the two P ( t ) = V0 + t (V1 − V0 ) x0 x1 x0 P( t ) = + t − z0 z1 z0 s s s s P ( t ) = P0 + s ( P − P0 ) 1 x x x P ( t ) = 0 + s 1 − 0 z0 z1 z0 What do we need to interpolate in screen space now? What happens if we don’t have Z? What have we discussed that doesn’t have Z? Perspectively Correct Z http://graphics.lcs.mit.edu/classe s/6.837/F98/Lecture21/Slide14.h tml x0 x1 x0 x0 + s( x1 − x0 ) + t − = z0 z1 z0 z0 + s( z1 − z0 ) tz0 s= z1 + t ( z0 − z1 ) u = u0 + s(u1 − u0 ) v = v0 + s( v1 − v0 ) Other solutions Other solutions Cost of screen space interpolation now? s Increase # of triangles s x0 x1 x0 x0 + s( x1 − x0 ) + t − = z0 z1 z0 z0 + s( z1 − z0 ) tz0 s= z1 + t ( z0 − z1 ) u = u0 + s(u1 − u0 ) v = v0 + s( v1 − v0 ) Linear Interpolation is wrong? Linear Interpolation is wrong? Gouraud is wrong, but why does it look okay? s Q: Why does Texture mapping not look right even though we are doing the same thing? s A: All about the slope of the interpolation and the “gradualness” or “abruptness” of the change s Transparencies Transparencies We will revisit this later, but we can use the alpha channel to stencil out textures. s Thus per pixel, set alpha = 1 or alpha = 0. Where alpha = 0, s Let’s Look at some games Let’s Look at some games s Pick a favorite game from the class ...
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