1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science.

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Presentation transcript:

1 Introduction to Computer Graphics with WebGL Ed Angel Professor Emeritus of Computer Science Founding Director, Arts, Research, Technology and Science Laboratory University of New Mexico Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

Bump Maps Ed Angel Professor Emeritus of Computer Science University of New Mexico 2 Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

3 Objectives Introduce bump mapping Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

4 Modeling an Orange Consider modeling an orange Texture map a photo of an orange onto a surface ­Captures dimples ­Will not be correct if we move viewer or light ­We have shades of dimples rather than their correct orientation Ideally, we need to perturb normal across surface of object and compute a new color at each interior point Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

5 Bump Mapping (Blinn) Consider a smooth surface n p Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

6 Rougher Version n’n’ p p’ Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

7 Tangent Plane pupu pvpv n Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

8 Equations p u =[ ∂x/ ∂u, ∂y/ ∂u, ∂z/ ∂u] T p(u,v) = [x(u,v), y(u,v), z(u,v)] T p v =[ ∂x/ ∂v, ∂y/ ∂v, ∂z/ ∂v] T n = (p u  p v ) / | p u  p v | Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

9 Displacement Function p’ = p + d(u,v) n d(u,v) is the bump or displacement function |d(u,v)| << 1 Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

10 Perturbed Normal n’ = p’ u  p’ v p’ u = p u + (∂d/∂u)n + d(u,v)n u p’ v = p v + (∂d/∂v)n + d(u,v)n v If d is small, we can neglect last term Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

11 Approximating the Normal n’ = p’ u  p’ v ≈ n + (∂d/∂u)n  p v + (∂d/∂v)n  p u The vectors n  p v and n  p u lie in the tangent plane Hence the normal is displaced in the tangent plane Must precompute the arrays ∂d/ ∂u and ∂d/ ∂v Finally,we perturb the normal during shading Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

12 Image Processing Suppose that we start with a function d(u,v) We can sample it to form an array D=[d ij ] Then ∂d/ ∂u ≈ d ij – d i-1,j and ∂d/ ∂v ≈ d ij – d i,j-1 Embossing: multipass approach using floating point buffer Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

Example 13 Single Polygon and a Rotating Light Source Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

14 How to do this? The problem is that we want to apply the perturbation at all points on the surface Cannot solve by vertex lighting (unless polygons are very small) Really want to apply to every fragment Can’t do that in fixed function pipeline But can do with a fragment program!! See bumpmap.html and bumpmap.jsbumpmap.htmlbumpmap.js Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015