Demetriou/Loizidou – ACSC 345 – Chapter 7 Discrete Techniques Dr. Giorgos A. Demetriou Dr. Stephania Loizidou Himona Computer Science Frederick Institute.

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Presentation transcript:

Demetriou/Loizidou – ACSC 345 – Chapter 7 Discrete Techniques Dr. Giorgos A. Demetriou Dr. Stephania Loizidou Himona Computer Science Frederick Institute of Technology

Demetriou/Loizidou – ACSC 345 – Chapter 7 2 Buffer Define a buffer by its spatial resolution ( n x m ) and its depth k, the number of bits/pixel pixel

Demetriou/Loizidou – ACSC 345 – Chapter 7 3 OpenGL Frame Buffer

Demetriou/Loizidou – ACSC 345 – Chapter 7 4 OpenGL Buffers  Color buffers can be displayed  Front  Back  Auxiliary  Overlay  Depth  Accumulation  High resolution buffer  Stencil  Holds masks

Demetriou/Loizidou – ACSC 345 – Chapter 7 5 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 source memory

Demetriou/Loizidou – ACSC 345 – Chapter 7 6 Demetriou - Computer Graphics - Chapter 7 Writing Model Read destination pixel before writing source

Demetriou/Loizidou – ACSC 345 – Chapter 7 7 Writing Modes  Source and destination bits are combined bitwise  16 possible functions (one per column in table) replace OR XOR

Demetriou/Loizidou – ACSC 345 – Chapter 7 8 XOR mode  Recall from Chapter 3 that we can use XOR by enabling logic operations and selecting the XOR write 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

Demetriou/Loizidou – ACSC 345 – Chapter 7 9 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

Demetriou/Loizidou – ACSC 345 – Chapter 7 10 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

Demetriou/Loizidou – ACSC 345 – Chapter 7 11 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

Demetriou/Loizidou – ACSC 345 – Chapter 7 12 Bitmaps  OpenGL treats 1-bit pixels (bitmaps) differently than multi-bit pixels (pixelmaps)  Bitmaps are masks which 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_BIT_MAP_8_BY_13

Demetriou/Loizidou – ACSC 345 – Chapter 7 13 Raster Color  Same as drawing color set by glColor*()  Fixed by last call to glRasterPos*()  Geometry drawn in blue  Ones in bitmap use a drawing color of red glColor3f(1.0, 0.0, 0.0); glRasterPos3f(x, y, z); glColor3f(0.0, 0.0, 1.0); glBitmap(……. glBegin(GL_LINES); glVertex3f(…..)

Demetriou/Loizidou – ACSC 345 – Chapter 7 14 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

Demetriou/Loizidou – ACSC 345 – Chapter 7 15 Example: Checker Board GLubyte wb[2] = {0 x 00, 0 x ff}; GLubyte check[512]; int i, j; for(j=0; i<64; i++) for (j=0; j<64, j++) check[i*8+] = wb[(i/8+j)%2]; glBitmap( 64, 64, 0.0, 0.0, 0.0, 0.0, check);

Demetriou/Loizidou – ACSC 345 – Chapter 7 16 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

Demetriou/Loizidou – ACSC 345 – Chapter 7 17 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 GLubyte myimage[512][512][3]; glReadPixels(0,0, 512, 512, GL_RGB, GL_UNSIGNED_BYTE, myimage); glDrawPixels(width,height,format,type,myimage) starts at raster position

Demetriou/Loizidou – ACSC 345 – Chapter 7 18 Image Formats  We often work with images in a standard format (JPEG, TIFF, GIF)  How do we read/write such images with OpenGL?  No support in OpenGL  OpenGL knows nothing of image formats  Some code available on Web  Can write readers/writers for some simple formats in OpenGL

Demetriou/Loizidou – ACSC 345 – Chapter 7 19 Displaying a PPM Image  PPM is a very simple format  Each image file consists of a header followed by all the pixel data  Header P3 # comment 1 # comment 2. #comment n rows columns maxvalue pixels

Demetriou/Loizidou – ACSC 345 – Chapter 7 20 Reading the Header FILE *fd; int k, nm; char c; int i; char b[100]; float s; int red, green, blue; printf("enter file name\n"); scanf("%s", b); fd = fopen(b, "r"); fscanf(fd,"%[^\n] ",b); if(b[0]!='P'|| b[1] != '3'){ printf("%s is not a PPM file!\n", b); exit(0); } printf("%s is a PPM file\n",b); check for “P3” in first line

Demetriou/Loizidou – ACSC 345 – Chapter 7 21 Reading the Header (cont) fscanf(fd, "%c",&c); while(c == '#') { fscanf(fd, "%[^\n] ", b); printf("%s\n",b); fscanf(fd, "%c",&c); } ungetc(c,fd); skip over comments by looking for # in first column

Demetriou/Loizidou – ACSC 345 – Chapter 7 22 Reading the Data fscanf(fd, "%d %d %d", &n, &m, &k); printf("%d rows %d columns max value= %d\n",n,m,k); nm = n*m; image=malloc(3*sizeof(GLuint)*nm); s=255./k; for(i=0;i<nm;i++) { fscanf(fd,"%d %d %d",&red, &green, &blue ); image[3*nm-3*i-3]=red; image[3*nm-3*i-2]=green; image[3*nm-3*i-1]=blue; } scale factor

Demetriou/Loizidou – ACSC 345 – Chapter 7 23 Scaling the Image Data We can scale the image in the pipeline glPixelTransferf(GL_RED_SCALE, s); glPixelTransferf(GL_GREEN_SCALE, s); glPixelTransferf(GL_BLUE_SCALE, s); We may have to swap bytes when we go from processor memory to the frame buffer depending on the processor. If so we need can use glPixelStorei(GL_UNPACK_SWAP_BYTES,GL_TRUE);

Demetriou/Loizidou – ACSC 345 – Chapter 7 24 The display callback void display() { glClear(GL_COLOR_BUFFER_BIT); glRasterPos2i(0,0); glDrawPixels(n,m,GL_RGB, GL_UNSIGNED_INT, image); glFlush(); }

Demetriou/Loizidou – ACSC 345 – Chapter 7 25 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

Demetriou/Loizidou – ACSC 345 – Chapter 7 26 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

Demetriou/Loizidou – ACSC 345 – Chapter 7 27 Modeling an Orange (cont.)  Take a picture of a real orange, scan it, and “paste” onto simple geometric model  This process is texture mapping  Still might not be sufficient because resulting surface will be smooth  Need to change local shape  Bump mapping

Demetriou/Loizidou – ACSC 345 – Chapter 7 28 Three Types of Mapping  Texture Mapping  Uses images to fill inside of polygons  Environmental (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

Demetriou/Loizidou – ACSC 345 – Chapter 7 29 Texture Mapping geometric model texture mapped

Demetriou/Loizidou – ACSC 345 – Chapter 7 30 Environment Mapping

Demetriou/Loizidou – ACSC 345 – Chapter 7 31 Bump Mapping

Demetriou/Loizidou – ACSC 345 – Chapter 7 32 Where does mapping take place?  Mapping techniques are implemented at the end of the rendering pipeline  Very efficient because few polygons pass down the geometric pipeline

Demetriou/Loizidou – ACSC 345 – Chapter 7 33 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

Demetriou/Loizidou – ACSC 345 – Chapter 7 34 Coordinate Systems  Parametric coordinates  May be used to model curved surfaces  Texture coordinates  Used to identify points in the image to be mapped  World Coordinates  Conceptually, where the mapping takes place  Screen Coordinates  Where the final image is really produced

Demetriou/Loizidou – ACSC 345 – Chapter 7 35 Texture Mapping parametric coordinates texture coordinatesworld coordinatesscreen coordinates

Demetriou/Loizidou – ACSC 345 – Chapter 7 36 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)

Demetriou/Loizidou – ACSC 345 – Chapter 7 37 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

Demetriou/Loizidou – ACSC 345 – Chapter 7 38 Two-part mapping  One solution to the mapping problem is to first map the texture to a simple intermediate surface  Example: map to cylinder

Demetriou/Loizidou – ACSC 345 – Chapter 7 39 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

Demetriou/Loizidou – ACSC 345 – Chapter 7 40 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 use in environmental maps

Demetriou/Loizidou – ACSC 345 – Chapter 7 41 Box Mapping  Easy to use with simple orthographic projection  Also used in environmental maps

Demetriou/Loizidou – ACSC 345 – Chapter 7 42 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

Demetriou/Loizidou – ACSC 345 – Chapter 7 43 Aliasing  Point sampling of the texture can lead to aliasing errors point samples in u,v (or x,y,z) space point samples in texture space miss blue stripes

Demetriou/Loizidou – ACSC 345 – Chapter 7 44 Area Averaging  A better but slower option is to use area averaging Note that preimage of pixel is curved pixel preimage

Demetriou/Loizidou – ACSC 345 – Chapter 7 45 OpenGL Texture Mapping: Basic Strategy  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

Demetriou/Loizidou – ACSC 345 – Chapter 7 46 Texture Mapping s t x y z image geometry screen

Demetriou/Loizidou – ACSC 345 – Chapter 7 47 Texture Example  The texture (below) is a 256 x 256 image that has been mapped to a rectangular polygon which is viewed in perspective

Demetriou/Loizidou – ACSC 345 – Chapter 7 48 Texture Mapping and the OpenGL Pipeline geometry pipeline vertices pixel pipeline image rasterizer  Images and geometry flow through separate pipelines that join at the rasterizer  “complex” textures do not affect geometric complexity

Demetriou/Loizidou – ACSC 345 – Chapter 7 49  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  Scan  Via application code  Enable texture mapping  glEnable(GL_TEXTURE_2D)  OpenGL supports 1-4 dimensional texture maps Specify Texture Image

Demetriou/Loizidou – ACSC 345 – Chapter 7 50 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);

Demetriou/Loizidou – ACSC 345 – Chapter 7 51 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

Demetriou/Loizidou – ACSC 345 – Chapter 7 52  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 Mapping a Texture

Demetriou/Loizidou – ACSC 345 – Chapter 7 53 Typical Code glBegin(GL_POLYGON); glColor3f(r0, g0, b0); glNormal3f(u0, v0, w0); glTexCoord2f(s0, t0); glVertex3f(x0, y0, z0); glColor3f(r1, g1, b1); glNormal3f(u1, v1, w1); glTexCoord2f(s1, t1); glVertex3f(x1, y1, z1);. glEnd(); Note that we can use vertex arrays to increase efficiency

Demetriou/Loizidou – ACSC 345 – Chapter 7 54 Interpolation OpenGL uses bilinear 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

Demetriou/Loizidou – ACSC 345 – Chapter 7 55 Texture Parameters  OpenGL a variety of parameter that determine how texture is applied  Wrapping parameters determine what happens of 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

Demetriou/Loizidou – ACSC 345 – Chapter 7 56 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

Demetriou/Loizidou – ACSC 345 – Chapter 7 57 Magnification and Minification TexturePolygon MagnificationMinification PolygonTexture  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

Demetriou/Loizidou – ACSC 345 – Chapter 7 58 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)

Demetriou/Loizidou – ACSC 345 – Chapter 7 59 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( … )

Demetriou/Loizidou – ACSC 345 – Chapter 7 60 Example point sampling mipmapped point sampling mipmapped linear filtering linear filtering

Demetriou/Loizidou – ACSC 345 – Chapter 7 61 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

Demetriou/Loizidou – ACSC 345 – Chapter 7 62 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

Demetriou/Loizidou – ACSC 345 – Chapter 7 63 Generating Texture Coordinates  OpenGL can generate texture coordinates automatically glTexGen{ifd}[v]()  specify a plane  generate texture coordinates based upon distance from the plane  generation modes  GL_OBJECT_LINEAR  GL_EYE_LINEAR  GL_SPHERE_MAP (used for environmental maps)

Demetriou/Loizidou – ACSC 345 – Chapter 7 64 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 obejcts

Demetriou/Loizidou – ACSC 345 – Chapter 7 65 Applying Textures II 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

Demetriou/Loizidou – ACSC 345 – Chapter 7 66 Other Texture Features  Environmental Maps  Start with image of environment through a wide angle lens  Can be either a real scanned image or an image created in OpenGL t  Use this texture to generate a spherical map  Use automatic texture coordinate generation  Multitexturing  Apply a sequence of textures through cascaded texture units

Demetriou/Loizidou – ACSC 345 – Chapter 7 67 Textures in OpenGL  Create a “texture object” and specify the texture type associated with it  e.g. 2D/3D, RGB/RGBA/…, etc.  Indicate how the texture is to be applied to each pixel  e.g. nearest/interpolated, repeated/clamped, etc.  Enable texture mapping  Supply the texture coordinates

Demetriou/Loizidou – ACSC 345 – Chapter 7 68 Texture Commands in OpenGL  glGenTextures(GLsizei n, GLuint *tex_names)  Returns n integers that are to be uniquely associated with texture objects.  glBindTexture(GLenum target, GLuint tex_name)  Creates a new texture object and assigns it the provided name, or makes a previously created texture object active  Defines the dimensionality of the texture object to be according to the provided target.

Demetriou/Loizidou – ACSC 345 – Chapter 7 69 Texture Commands in OpenGL (cont.)  glTexParameter{if} (GLenum target, GLenum pname, TYPE param)  Sets various parameters that control how a texture is applied to a polygon fragment or stored in a texture object.  Options for target:  GL_TEXTURE_1D  GL_TEXTURE_2D  GL_TEXTURE_3D

Demetriou/Loizidou – ACSC 345 – Chapter 7 70 Texture Commands in OpenGL (cont.)  Some options for pname and param:  GL_TEXTURE_WRAP_{S,T,R}  GL_CLAMP, GL_REPEAT, GL_CLAMP_TO_EDGE  GL_TEXTURE_MAG_FILTER  GL_NEAREST, GL_LINEAR  GL_TEXTURE_MIN_FILTER  GL_NEAREST,  GL_LINEAR,  GL_NEAREST_MIPMAP_NEAREST,  GL_NEAREST_MIPMAP_LINEAR,  GL_LINEAR_MIPMAP_NEAREST,  GL_LINEAR_MIPMAP_LINEAR

Demetriou/Loizidou – ACSC 345 – Chapter 7 71 Texture Commands in OpenGL (cont.)  glTexImage2D(GLenum target, GLint level, Glint internalFormat, GLsizei width, GLsizei height, Glint border, GLenum format, GLenum type, const GLvoid *texels)  target is GL_TEXTURE_2D  (or GL_PROXY_TEXTURE_2D )  level specifies the mipmap level that the texture is defined for (if no mipmapping, set level=0)  internalFormat options include: GL_RGB, GL_RGBA, and many more (38+ options)  border specifies width in pixels of texture border (0 or 1)

Demetriou/Loizidou – ACSC 345 – Chapter 7 72 Texture Commands in OpenGL (cont.)  glTexEnv{if}(GLenum target, GLenum pname, TYPE param)  target must be GL_TEXTURE_ENV  Options for pname, param are:  GL_TEXTURE_ENV_MODE  GL_REPLACE, GL_DECAL, GL_MODULATE, GL_BLEND  GL_TEXTURE_ENV_COLOR  Four values in {0..1} representing the R,G,B,A color to blend with the object’s color according to the pattern defined in the texture map

Demetriou/Loizidou – ACSC 345 – Chapter 7 73 MIP Mapping  “MIP” = multum in parvo (many things in a small place)  an efficient way to store pre-filtered versions of a texture map

Demetriou/Loizidou – ACSC 345 – Chapter 7 74 Opacity and Transparency  Opaque surfaces permit no light to pass through  Transparent surfaces permit all light to pass  Translucent surfaces pass some light translucency = 1 – opacity (  ) opaque surface  =1

Demetriou/Loizidou – ACSC 345 – Chapter 7 75 Physical Models  Dealing with translucency in a physically correct manner is difficult due to  the complexity of the internal interactions of light and matter  Using a pipeline renderer  Revert to writing model

Demetriou/Loizidou – ACSC 345 – Chapter 7 76 Writing Model  Use A component of RGBA (or RGB  ) color to store opacity  During rendering we can expand our writing model to use RGBA values Color Buffer destination component blend destination blending factor source blending factor source component

Demetriou/Loizidou – ACSC 345 – Chapter 7 77 Blending Equation  We can define source and destination blending factors for each component s = [s r, s g, s b, s  ] d = [d r, d g, d b, d  ] source and destination colors b = [b r, b g, b b, b  ] c = [c r, c g, c b, c  ] Blend as c’ = [b r s r + c r d r, b g s g + c g d g, b b s b + c b d b, b  s  + c  d  ]

Demetriou/Loizidou – ACSC 345 – Chapter 7 78 OpenGL Blending and Compositing  Must enable blending and pick source and destination factors glEnable(GL_BLEND) glBlendFunc(source_factor, destination_factor)  Only certain factors supported  GL_ZERO, GL_ONE  GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA  GL_DST_ALPHA, GL_ONE_MINUS_DST_ALPHA  See Redbook for complete list

Demetriou/Loizidou – ACSC 345 – Chapter 7 79 Example  Suppose that we start with the opaque background color (R 0,G 0,B 0,1)  This color becomes the initial destination color  We now want to blend in a translucent polygon with color (R 1,G 1,B 1,  1 )  Select GL_SRC_ALPHA and GL_ONE_MINUS_SRC_ALPHA as the source and destination blending factors R ’ 1 =  1 R 1 +(1-  1 ) R 0, ……  Note this formula is correct if polygon is either opaque or transparent

Demetriou/Loizidou – ACSC 345 – Chapter 7 80 Clamping and Accuracy  All the components (RGBA) are clamped and stay in the range (0,1)  However, in a typical system, RGBA values are only stored to 8 bits  Can easily loose accuracy if we add many components together  Example: add together n images  Divide all color components by n to avoid clamping  Blend with source factor = 1, destination factor = 1  But division by n loses bits

Demetriou/Loizidou – ACSC 345 – Chapter 7 81 Order Dependency  Is this image correct?  Probably not  Polygons are rendered in the order they pass down the pipeline  Blending functions are order dependent

Demetriou/Loizidou – ACSC 345 – Chapter 7 82 Opaque and Translucent Polygons  Suppose that we have a group of polygons some of which are opaque and some translucent  How do we use hidden-surface removal?  Opaque polygons block all polygons behind them and affect the depth buffer  Translucent polygons should not affect depth buffer  Render with glDepthMask(GL_FALSE) which makes depth buffer read-only  Sort polygons first to remove order dependency

Demetriou/Loizidou – ACSC 345 – Chapter 7 83 Fog  We can composite with a fixed color and have the blending factors depend on depth  Simulates a fog effect  Blend source color C s and fog color C f by C s ’=f C s + (1-f) C f  f is the fog factor  Exponential  Gaussian  Linear (depth cueing)

Demetriou/Loizidou – ACSC 345 – Chapter 7 84 Fog Functions

Demetriou/Loizidou – ACSC 345 – Chapter 7 85 OpenGL Fog Functions GLfloat fcolor[4] = {……}: glEnable(GL_FOG); glFogf(GL_FOG_MODE, GL_EXP); glFogf(GL_FOG_DENSITY, 0.5); glFOgv(GL_FOG, fcolor);

Demetriou/Loizidou – ACSC 345 – Chapter 7 86 Line Aliasing  Ideal raster line is one pixel wide  All line segments, other than vertical and horizontal segments, partially cover pixels  Simple algorithms color only whole pixels  Lead to the “jaggies” or aliasing  Similar issue for polygons

Demetriou/Loizidou – ACSC 345 – Chapter 7 87 Antialiasing  Can try to color a pixel by adding a fraction of its color to the frame buffer  Fraction depends on percentage of pixel covered by fragment  Fraction depends on whether there is overlap no overlapoverlap

Demetriou/Loizidou – ACSC 345 – Chapter 7 88 Area Averaging  Use average area  1 +  2 -  1  2 as blending factor

Demetriou/Loizidou – ACSC 345 – Chapter 7 89 OpenGL Antialiasing  Can enable separately for points, lines, or polygons glEnable(GL_POINT_SMOOTH); glEnable(GL_LINE_SMOOTH); glEnable(GL_POLYGON_SMOOTH); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

Demetriou/Loizidou – ACSC 345 – Chapter 7 90 Accumulation Buffer  Compositing and blending are limited by resolution of the frame buffer  Typically 8 bits per color component  The accumulation buffer is a high resolution buffer (16 or more bits per component) that avoids this problem  Write into it or read from it with a scale factor  Slower than direct compositing into the frame buffer

Demetriou/Loizidou – ACSC 345 – Chapter 7 91 Applications  Compositing  Image Filtering (convolution)  Whole scene antialiasing  Motion effects