COMPUTER GRAPHICS Hochiminh city University of Technology Faculty of Computer Science and Engineering CHAPTER 8: Texture Mapping.

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Presentation transcript:

COMPUTER GRAPHICS Hochiminh city University of Technology Faculty of Computer Science and Engineering CHAPTER 8: Texture Mapping

Slide 2Faculty of Computer Science and Engineering - HCMUT OUTLINE  Buffers –Introduce additional OpenGL buffers –Learn to read and write buffers –Learn to use blending  Texture Mapping  Texture Mapping in OpenGL  Compositing and Blending

Slide 3Faculty of Computer Science and Engineering - HCMUT Buffer  Define a buffer by its spatial resolution ( n x m ) and its depth (or precision) k, the number of bits/pixel pixel

Slide 4Faculty of Computer Science and Engineering - HCMUT Buffer  OpenGL Frame Buffer

Slide 5Faculty of Computer Science and Engineering - HCMUT Buffer  Color buffers can be displayed –Front –Back –Auxiliary –Overlay  Depth  Accumulation –High resolution buffer  Stencil –Holds masks

Slide 6Faculty of Computer Science and Engineering - HCMUT Writing in Buffers  Conceptually, we can consider all of memory as a large two-dimensional array of pixels  We read and write rectangular block of pixels –Bit block transfer (bitblt) operations  The frame buffer is part of this memory frame buffer (destination) writing into frame buffer memory

Slide 7Faculty of Computer Science and Engineering - HCMUT Writing Mode  Read destination pixel before writing source

Slide 8Faculty of Computer Science and Engineering - HCMUT Writing Mode  Source and destination bits are combined bitwise  16 possible functions (one per column in table) replace OR XOR

Slide 9Faculty of Computer Science and Engineering - HCMUT Writing Mode  glEnable(GL_COLOR_LOGIC_OP);  glDisable(GL_COLOR_LOGIC_OP);  glLogicOp(parameter) GL_CLEAR, GL_SET, GL_COPY, GL_COPY_INVERTED, GL_NOOP, GL_INVERT, GL_AND, GL_NAND, GL_OR, GL_NOR, GL_XOR, GL_EQUIV, GL_AND_REVERSE, GL_AND_INVERTED, GL_OR_REVERSE, GL_OR_INVERTED.

Slide 10Faculty of Computer Science and Engineering - HCMUT Writing Mode glDisable(GL_COLOR_LOGIC_OP); glClear(GL_COLOR_BUFFER_BIT); glColor3f(1.0, 1.0, 0.0); glBegin(GL_POLYGON); glVertex2f(-1.0, -0.5); glVertex2f(-1.0, 0.5); glVertex2f(1.0, 0.5); glVertex2f(1.0, -0.5); glEnd(); glEnable(GL_COLOR_LOGIC_OP); glLogicOp(GL_OR); glColor3f(0.0, 1.0, 1.0); glBegin(GL_POLYGON); glVertex2f(-0.5, -1.0); glVertex2f(-0.5, 1.0); glVertex2f(0.5, 1.0); glVertex2f(0.5, -1.0); glEnd();

Slide 11Faculty of Computer Science and Engineering - HCMUT Writing Mode GL_COPYGL_ANDGL_OR

Slide 12Faculty of Computer Science and Engineering - HCMUT XOR mode  Usual (default) mode: source replaces destination (d’ = s) –Cannot write temporary lines this way because we cannot recover what was “under” the line in a fast simple way  Exclusive OR mode (XOR) (d’ = d  s) –x  y  x =y –Hence, if we use XOR mode to write a line, we can draw it a second time and line is erased!

Slide 13Faculty of Computer Science and Engineering - HCMUT XOR mode  XOR is especially useful for swapping blocks of memory such as menus that are stored off screen If S represents screen and M represents a menu the sequence S  S  M M  S  M S  S  M swaps the S and M

Slide 14Faculty of Computer Science and Engineering - HCMUT The Pixel Pipeline  OpenGL has a separate pipeline for pixels –Writing pixels involves Moving pixels from processor memory to the frame buffer Format conversions Mapping, Lookups, Tests –Reading pixels Format conversion

Slide 15Faculty of Computer Science and Engineering - HCMUT Raster Position  OpenGL maintains a raster position as part of the state  Set by glRasterPos*() –glRasterPos3f(x, y, z);  The raster position is a geometric entity –Passes through geometric pipeline –Eventually yields a 2D position in screen coordinates –This position in the frame buffer is where the next raster primitive is drawn

Slide 16Faculty of Computer Science and Engineering - HCMUT Buffer Selection  OpenGL can draw into or read from any of the color buffers (front, back, auxiliary)  Default to the back buffer  Change with glDrawBuffer and glReadBuffer  Note that format of the pixels in the frame buffer is different from that of processor memory and these two types of memory reside in different places –Need packing and unpacking –Drawing and reading can be slow

Slide 17Faculty of Computer Science and Engineering - HCMUT Bitmaps  OpenGL treats 1-bit pixels (bitmaps) differently from multi-bit pixels (pixelmaps)  Bitmaps are masks that determine if the corresponding pixel in the frame buffer is drawn with the present raster color –0  color unchanged –1  color changed based on writing mode  Bitmaps are useful for raster text –GLUT font: GLUT_BIT_MAP_8_BY_13

Slide 18Faculty of Computer Science and Engineering - HCMUT Raster Color  Same as drawing color set by glColor*()  Fixed by last call to glRasterPos*() glColor3f(1.0, 0.0, 0.0); glRasterPos3f(x, y, z); glColor3f(0.0, 0.0, 1.0); glBitmap(……. glBegin(GL_LINES); glVertex3f(…..)  Geometry drawn in blue  Ones in bitmap use a drawing color of red

Slide 19Faculty of Computer Science and Engineering - HCMUT Drawing Bitmaps glBitmap(width, height, x0, y0, xi, yi, bitmap) first raster position second raster position offset from raster position increments in raster position after bitmap drawn

Slide 20Faculty of Computer Science and Engineering - HCMUT Example: Checker Board

Slide 21Faculty of Computer Science and Engineering - HCMUT Example: Checker Board GLubyte wb[2] = {0x00, 0xff}; GLubyte check[512]; intidx, i, j; for(i=0; i<64; i++) for (j=0; j<8; j++) { idx =(i/8)*8 + j + ((i/8) % 2); check[i*8+j] = wb[ idx % 2]; } glColor3f(0, 0, 1.0); glRasterPos3f(0, 0, 1); glBitmap( 64, 64, 0.0, 0.0, 0.0, 0.0, check);

Slide 22Faculty of Computer Science and Engineering - HCMUT Example: Fan

Slide 23Faculty of Computer Science and Engineering - HCMUT Pixel Maps  OpenGL works with rectangular arrays of pixels called pixel maps or images  Pixels are in one byte ( 8 bit) chunks –Luminance (gray scale) images 1 byte/pixel –RGB 3 bytes/pixel  Three functions –Draw pixels: processor memory to frame buffer –Read pixels: frame buffer to processor memory –Copy pixels: frame buffer to frame buffer

Slide 24Faculty of Computer Science and Engineering - HCMUT Pixel Maps File Buffer Procedure glReadPixels glDrawPixels glCopyPixels

Slide 25Faculty of Computer Science and Engineering - HCMUT OpenGL Pixel Functions glReadPixels(x,y,width,height,format,type,myimage) start pixel in frame buffer size type of image type of pixels pointer to processor memory glDrawPixels(width,height,format,type,myimage) starts at raster position glCopyPixels(x, y, width, height, buffertype) starts at raster position

Slide 26Faculty of Computer Science and Engineering - HCMUT OpenGL Pixel Functions GLubyte myimage[256][256][3]; glReadPixels(100,100, 256, 256, GL_RGB, GL_UNSIGNED_BYTE, myimage); glRasterPos3f(-1.2, 0.1, 0); glDrawPixels(256,256,GL_RGB, GL_UNSIGNED_BYTE, myimage); glRasterPos3f(-1.2, 0.1, 0); glCopyPixels(100, 100, 256, 256, GL_COLOR);

Slide 27Faculty of Computer Science and Engineering - HCMUT OpenGL Pixel Functions glRasterPos3f(-1.2, 0.1, 0); glDrawPixels(pix.nCols, pix.nRows, GL_RGB, GL_UNSIGNED_BYTE, pix.pixel);

Slide 28Faculty of Computer Science and Engineering - HCMUT Texture Mapping

Slide 29Faculty of Computer Science and Engineering - HCMUT Objectives  Introduce Mapping Methods –Texture Mapping –Environment Mapping –Bump Mapping  Consider basic strategies –Forward vs backward mapping –Point sampling vs area averaging

Slide 30Faculty of Computer Science and Engineering - HCMUT The Limits of Geometric Modeling  Although graphics cards can render over 10 million polygons per second, that number is insufficient for many phenomena –Clouds –Grass –Terrain –Skin

Slide 31Faculty of Computer Science and Engineering - HCMUT Modeling an Orange  Consider the problem of modeling an orange (the fruit)  Start with an orange-colored sphere –Too simple  Replace sphere with a more complex shape –Does not capture surface characteristics (small dimples) –Takes too many polygons to model all the dimples

Slide 32Faculty of Computer Science and Engineering - HCMUT Modeling an Orange  Take a picture of a real orange, scan it, and “paste” onto simple geometric model –This process is known as texture mapping  Still might not be sufficient because resulting surface will be smooth –Need to change local shape –Bump mapping

Slide 33Faculty of Computer Science and Engineering - HCMUT Three Types of Mapping  Texture Mapping –Uses images to fill inside of polygons  Environment (reflection mapping) –Uses a picture of the environment for texture maps –Allows simulation of highly specular surfaces  Bump mapping –Emulates altering normal vectors during the rendering process

Slide 34Faculty of Computer Science and Engineering - HCMUT Texture Mapping geometric model texture mapped

Slide 35Faculty of Computer Science and Engineering - HCMUT Environment Mapping

Slide 36Faculty of Computer Science and Engineering - HCMUT Bump Mapping

Slide 37Faculty of Computer Science and Engineering - HCMUT Where does mapping take place?  Mapping techniques are implemented at the end of the rendering pipeline –Very efficient because few polygons make it past the clipper

Slide 38Faculty of Computer Science and Engineering - HCMUT 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

Slide 39Faculty of Computer Science and Engineering - HCMUT Coordinate Systems  Parametric 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

Slide 40Faculty of Computer Science and Engineering - HCMUT Texture Mapping parametric coordinates texture coordinates world coordinates window coordinates

Slide 41Faculty of Computer Science and Engineering - HCMUT 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 s t (x,y,z)

Slide 42Faculty of Computer Science and Engineering - HCMUT Backward Mapping  We really want to go backwards –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

Slide 43Faculty of Computer Science and Engineering - HCMUT Two-part mapping  One solution to the mapping problem is to first map the texture to a simple intermediate surface  Example: map to cylinder

Slide 44Faculty of Computer Science and Engineering - HCMUT Cylindrical Mapping parametric cylinder x = r cos 2  u y = r sin 2  u 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

Slide 45Faculty of Computer Science and Engineering - HCMUT Spherical Map We can use a parametric sphere x = r cos 2  u y = r sin 2  u cos 2  v z = r sin 2  u sin 2  v in a similar manner to the cylinder but have to decide where to put the distortion Spheres are used in environmental maps

Slide 46Faculty of Computer Science and Engineering - HCMUT Second Mapping  Map from intermediate object to actual object –Normals from intermediate to actual –Normals from actual to intermediate –Vectors from center of intermediate intermediate actual

Slide 47Faculty of Computer Science and Engineering - HCMUT OpenGL Texture Mapping

Slide 48Faculty of Computer Science and Engineering - HCMUT Objectives  Introduce the OpenGL texture functions and options

Slide 49Faculty of Computer Science and Engineering - HCMUT Texture Mapping s t x y z image geometry display

Slide 50Faculty of Computer Science and Engineering - HCMUT Basic Stragegy Three steps to applying a texture 1.specify the texture read or generate image assign to texture enable texturing 2.assign texture coordinates to vertices Proper mapping function is left to application 3.specify texture parameters wrapping, filtering

Slide 51Faculty of Computer Science and Engineering - HCMUT Texture Example  The texture (below) is a 256 x 256 image that has been mapped to a rectangular polygon which is viewed in perspective

Slide 52Faculty of Computer Science and Engineering - HCMUT Texture Mapping and the OpenGL Pipeline  Images and geometry flow through separate pipelines that join during fragment processing –“complex” textures do not affect geometric complexity geometry pipeline vertices pixel pipeline image fragment processor

Slide 53Faculty of Computer Science and Engineering - HCMUT Specifying a Texture Image  Define a texture image from an array of texels (texture elements) in CPU memory Glubyte my_texels[512][512];  Define as any other pixel map –Scanned image –Generate by application code  Enable texture mapping –glEnable(GL_TEXTURE_2D) –OpenGL supports 1-4 dimensional texture maps

Slide 54Faculty of Computer Science and Engineering - HCMUT Define Image as a Texture glTexImage2D( target, level, components, w, h, border, format, type, texels ); target: type of texture, e.g. GL_TEXTURE_2D level: used for mipmapping (discussed later) components: elements per texel w, h: width and height of texels in pixels border: used for smoothing (discussed later) format and type: describe texels texels: pointer to texel array glTexImage2D(GL_TEXTURE_2D, 0, 3, 512, 512, 0, GL_RGB, GL_UNSIGNED_BYTE, my_texels);

Slide 55Faculty of Computer Science and Engineering - HCMUT Converting A Texture Image  OpenGL requires texture dimensions to be powers of 2  If dimensions of image are not powers of 2  gluScaleImage( format, w_in, h_in, type_in, *data_in, w_out, h_out, type_out, *data_out ); –data_in is source image –data_out is for destination image  Image interpolated and filtered during scaling

Slide 56Faculty of Computer Science and Engineering - HCMUT Mapping a Texture  Based on parametric texture coordinates  glTexCoord*() specified at each vertex s t 1, 1 0, 1 0, 01, 0 (s, t) = (0.2, 0.8) (0.4, 0.2) (0.8, 0.4) A BC a b c Texture SpaceObject Space

Slide 57Faculty of Computer Science and Engineering - HCMUT Mapping a Texture

Slide 58Faculty of Computer Science and Engineering - HCMUT Typical Code glBegin(GL_POLYGON); glColor3f(r0, g0, b0); //if no shading used glNormal3f(u0, v0, w0); // if shading used glTexCoord2f(s0, t0); glVertex3f(x0, y0, z0); glColor3f(r1, g1, b1); glNormal3f(u1, v1, w1); glTexCoord2f(s1, t1); glVertex3f(x1, y1, z1);. glEnd();

Slide 59Faculty of Computer Science and Engineering - HCMUT Interpolation OpenGL uses interpolation to find proper texels from specified texture coordinates Can be distortions good selection of tex coordinates poor selection of tex coordinates texture stretched over trapezoid showing effects of bilinear interpolation

Slide 60Faculty of Computer Science and Engineering - HCMUT Interpolation A B C good selection of tex coordinates glBegin(GL_POLYGON); glTexCoord2f(0.5, 0.5); glVertex3f(…); //A glTexCoord2f(0, 0); glVertex3f(…); //B glTexCoord2f(1, 0); glVertex3f(…); //C glEnd();

Slide 61Faculty of Computer Science and Engineering - HCMUT Interpolation A B C glBegin(GL_POLYGON); glTexCoord2f(0, 1); glVertex3f(…); //A glTexCoord2f(0, 0); glVertex3f(…); //B glTexCoord2f(1, 0); glVertex3f(…); //C glEnd(); poor selection of tex coordinates

Slide 62Faculty of Computer Science and Engineering - HCMUT Interpolation A B C D glBegin(GL_POLYGON); glTexCoord2f(0.5, 0.5); glVertex3f(…); //A glTexCoord2f(0, 0); glVertex3f(…); //B glTexCoord2f(1, 0); glVertex3f(…); //C glTexCoord2f(1, 1); glVertex3f(…); //D glEnd();

Slide 63Faculty of Computer Science and Engineering - HCMUT Interpolation A B C D glBegin(GL_POLYGON); glTexCoord2f(0, 1); glVertex3f(…); //A glTexCoord2f(0, 0); glVertex3f(…); //B glTexCoord2f(1, 0); glVertex3f(…); //C glTexCoord2f(1, 1); glVertex3f(…); //D glEnd();

Slide 64Faculty of Computer Science and Engineering - HCMUT Texture Parameters  OpenGL has a variety of parameters that determine how texture is applied –Wrapping parameters determine what happens if s and t are outside the (0,1) range –Filter modes allow us to use area averaging instead of point samples –Mipmapping allows us to use textures at multiple resolutions –Environment parameters determine how texture mapping interacts with shading

Slide 65Faculty of Computer Science and Engineering - HCMUT Wrapping Mode Clamping: if s,t > 1 use 1, if s,t <0 use 0 Wrapping: use s,t modulo 1 glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ) glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ) texture s t GL_CLAMP wrapping GL_REPEAT wrapping

Slide 66Faculty of Computer Science and Engineering - HCMUT Magnification and Minification  More than one texel can cover a pixel (minification) or more than one pixel can cover a texel (magnification)  Can use point sampling (nearest texel) or linear filtering ( 2 x 2 filter) to obtain texture values TexturePolygon MagnificationMinification PolygonTexture

Slide 67Faculty of Computer Science and Engineering - HCMUT Filter Modes Modes determined by –glTexParameteri( target, type, mode ) glTexParameteri(GL_TEXTURE_2D, GL_TEXURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXURE_MIN_FILTER, GL_LINEAR); Note that linear filtering requires a border of an extra texel for filtering at edges (border = 1)

Slide 68Faculty of Computer Science and Engineering - HCMUT Mipmapped Textures  Mipmapping allows for prefiltered texture maps of decreasing resolutions  Lessens interpolation errors for smaller textured objects  Declare mipmap level during texture definition glTexImage2D( GL_TEXTURE_*D, level, …)  GLU mipmap builder routines will build all the textures from a given image gluBuild*DMipmaps( … )

Slide 69Faculty of Computer Science and Engineering - HCMUT Example point sampling mipmapped point sampling mipmapped linear filtering linear filtering

Slide 70Faculty of Computer Science and Engineering - HCMUT Texture Functions  Controls how texture is applied  glTexEnv{fi}[v]( GL_TEXTURE_ENV, prop, param )  GL_TEXTURE_ENV_MODE modes –GL_MODULATE: modulates with computed shade –GL_BLEND: blends with an environmental color –GL_REPLACE: use only texture color –GL(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);  Set blend color with GL_TEXTURE_ENV_COLOR

Slide 71Faculty of Computer Science and Engineering - HCMUT Perspective Correction Hint  Texture coordinate and color interpolation –either linearly in screen space –or using depth/perspective values (slower)  Noticeable for polygons “on edge”  glHint( GL_PERSPECTIVE_CORRECTION_HINT, hint ) where hint is one of GL_DONT_CARE GL_NICEST GL_FASTEST

Slide 72Faculty of Computer Science and Engineering - HCMUT Texture Objects  Texture is part of the OpenGL state –If we have different textures for different objects, OpenGL will be moving large amounts data from processor memory to texture memory  Recent versions of OpenGL have texture objects –one image per texture object –Texture memory can hold multiple texture objects

Slide 73Faculty of Computer Science and Engineering - HCMUT Applying Textures 1.specify textures in texture objects 2.set texture filter 3.set texture function 4.set texture wrap mode 5.set optional perspective correction hint 6.bind texture object 7.enable texturing 8.supply texture coordinates for vertex –coordinates can also be generated

Slide 74Faculty of Computer Science and Engineering - HCMUT Other Texture Features  Environment Maps –Start with image of environment through a wide angle lens Can be either a real scanned image or an image created in OpenGL –Use this texture to generate a spherical map –Use automatic texture coordinate generation  Multitexturing –Apply a sequence of textures through cascaded texture units

Slide 75Faculty of Computer Science and Engineering - HCMUT Multitexturing

Slide 76Faculty of Computer Science and Engineering - HCMUT Multitexturing

Slide 77Faculty of Computer Science and Engineering - HCMUT Further Reading  “Interactive Computer Graphics: A Topdown Approach Using OpenGL”, Edward Angel –Chapter 8: Discrete Techniques  “Đồ họa máy tính trong không gian ba chiều”, Trần Giang Sơn –Chương 3: Tô màu vật thể 3 chiều (3.5  3.6)