ECSE 4750: Computer Graphics Rensselaer Polytechnic Institute Nov 5, 2012 Texture and Texture Mapping.

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Presentation transcript:

ECSE 4750: Computer Graphics Rensselaer Polytechnic Institute Nov 5, 2012 Texture and Texture Mapping

The Quest for Visual Realism

Another Example of Textual Mapping The left hand image is flat shaded, the right hand image has been textured.

Motivation Adding per-pixel surface details without raising the geometric complexity of a scene. E.g. Details can be any object or light properties etc. Modeling and rendering time is saved by keeping the geometrical complexity low. Scene without texture Scene with color texture Colors can be stored in a texture (represented as an image) and applied to a rendered scene.

Photo - textures Increased scene detail without increasing geometric complexity

Basic Concept “Slap an image on a model.” How do we map a two-dimensional image to a surface in three dimensions? Texture coordinates 2D coordinate (s, t) which maps to a location on the image (typically s and t are over [0,1]) Assign a texture coordinate to each vertex Coordinates are determined by some function which maps a texture location to a vertex on the model in three dimensions

Basic Concept Once a point on the surface of the model has been mapped to a value in the texture, change its RGB value (or something else!) accordingly This is called parametric texture mapping A single point in the texture is called a texel

Something else? The first known use of texture in graphics was the modulation of surface color values, (diffuse coefficients) by Catmull in A texture does not have to indicate color! Bump mapping was developed in 1978 by Blinn Transparency maps in 1985 by Gardner

What is a textural map? Practical: “A way to slap an image on a model.” Better: “A mapping from any function onto a surface in three dimensions.” Most general: “The mapping of any image into multidimensional space.”

Overview

Visual Overview

Notes on Hardware Texture-mapping is supported in all modern graphics hardware since the introduction of the Voodoo 3Dfx— it’s therefore cheap and easy. Though the mapping is conceptualized in the order texture -> object -> screen, it is determined in reverse order in hardware, during scan conversion (“To which texel does this pixel map?”)

What is the map shape? "Where do I have to look in the texture map to find the color?" To answer this question, we consider two things: map shape and map entity. For map shape, most intuitively, Planar Linear Mapping. Do a direct mapping of a block of texture to a surface patch

Example of Planar Mapping

Other Map Shapes Cylinder Map Shape

Other Map Shapes Sphere Map Shape

Mapping Functions Planar mapping (s,t) -> (x,y) -> (xs,ys) Cylindrical mapping (s,t) -> ( θ, h) -> (xs,ys) Spherical mapping (s,t) ->(latitude, longtitude) ->(xs, ys)

Mapping Functions Use of different mapping for surface patches Minimize distortions, avoid artifacts at seams Several texture coordinates can be assigned to a single vertex

What about map entity? Wood, metal, marble… is not only a picture, it is a material which can be modeled. Regular Function + Perturbations Perturbing stripes can result in a texture with a marbled appearance.

Wood material: From mathematical rings to eccentric, twisted tilted wood

Bump mapping: normal variation James Blinn invented the method of perturbing the surface normal n. This changes the light interaction but not the actual size of the objects, so that bump mapped objects appear smooth at the silhouette.

Another example of bump mapping Bump mapping affects object surfaces, making them appear rough, wrinkled, or dented. Bump mapping alters the surface normals before the shading calculation takes place.

Light Mapping

Light Mapping – Another example

Textural Mapping in OpenGL Chapt. 12 of the textbook gives a good reference. Let me mention several important functions:

Textural Mapping in OpenGL More Functions

Homework on this chapter Exercise 12.1 Exercise 12.2 Exercise 12.3 We will release detailed information on the course website.