Introduction to Computer Graphics with WebGL

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Presentation transcript:

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

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

Objectives Basic mapping strategies Forward vs backward mapping Point sampling vs area averaging Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

Is it simple? Although the idea is simple---map an image to a surface---there are 3 or 4 coordinate systems involved 2D image 3D surface Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

Coordinate Systems Parametric coordinates Texture coordinates May be used to model curves and surfaces Texture coordinates Used to identify points in the image to be mapped Object or World Coordinates Conceptually, where the mapping takes place Window Coordinates Where the final image is really produced Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

Texture Mapping parametric coordinates texture coordinates window coordinates world coordinates Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

Mapping Functions Basic problem is how to find the maps Consider mapping from texture coordinates to a point a surface Appear to need three functions x = x(s,t) y = y(s,t) z = z(s,t) But we really want to go the other way (x,y,z) t s Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

Backward Mapping We really want to go backwards Need a map of the form Given a pixel, we want to know to which point on an object it corresponds Given a point on an object, we want to know to which point in the texture it corresponds Need a map of the form s = s(x,y,z) t = t(x,y,z) Such functions are difficult to find in general Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

Two-part mapping One solution to the mapping problem is to first map the texture to a simple intermediate surface Example: map to cylinder Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

Cylindrical Mapping parametric cylinder x = r cos 2p u y = r sin 2pu z = v/h maps rectangle in u,v space to cylinder of radius r and height h in world coordinates s = u t = v maps from texture space Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

Spherical Map We can use a parametric sphere x = r cos 2pu y = r sin 2pu cos 2pv z = r sin 2pu sin 2pv in a similar manner to the cylinder but have to decide where to put the distortion Spheres are used in environmental maps Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

Box Mapping Easy to use with simple orthographic projection Also used in environment maps Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

Second Mapping Map from intermediate object to actual object Normals from intermediate to actual Normals from actual to intermediate Vectors from center of intermediate actual intermediate Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

Aliasing Point sampling of the texture can lead to aliasing errors point samples in u,v (or x,y,z) space miss blue stripes point samples in texture space Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015

Area Averaging A better but slower option is to use area averaging pixel preimage Note that preimage of pixel is curved Angel and Shreiner: Interactive Computer Graphics 7E © Addison-Wesley 2015