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Textures – Basic Principles Lecture 29 Fri, Nov 14, 2003
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Geometry vs. Detail There is a practical limit to how much detail we can show with geometry. For example, imagine trying to create the appearance of a brick wall through geometry. Construct brick and cement rectangles. Color them dark red and light gray. Would they look realistic?
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Textures A much more efficient method is to Photograph an actual brick wall. Create a single large polygon. Paste the photograph onto the polygon. Not only is this more efficient, but the results are superior. These pictures are called textures, since they give “texture” to a surface.
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Textures A texture may be created externally as a bitmap file (.bmp). It consists of a rectangular array of RGB triples (integers from 0 to 255). Each RGB triple is called a texel.
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Examples WoodGrain.bmp. Bricks.bmp. TextureDemo.cppTextureDemo.cpp. RgbImage.cppRgbImage.cpp.
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Textures It is also possible to create textures internally as arrays of RGB triples. This is especially convenient when the picture is geometrically simple. The object would be a 3-dimensional array image[i][j][k]. i = row number. j = column number. k = color (0 = red, 1 = green, 2 = blue).
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Textures It is possible to have 1-dimensional, 2- dimensional, and 3-dimensional textures, although we will work only with 2-dimensional textures. A texture has its own (s, t) coordinate system. s is the horizontal coordinate, 0 s 1. t is the vertical coordinate, 0 t 1.
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Texture Parameters Each texel has (r, s) coordinates. 0 1 0 1 s t (.5,.5) (.75,.25)
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Textures To paste a texture onto a polygon, we assign to each vertex of the polygon a pair of (s, t) coordinates. That is, we map a portion of the texture to the polygon. Interpolation is used to assign a texel to each pixel throughout the interior of the polygon.
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Mapping Textures to Faces When a polygon is drawn, each vertex has a point in the texture mapped to it.
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Nate Robin’s Texture Tutorial Tutors
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