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Texture Mapping We can improve the realism of graphics models by mapping a texture pattern (image) onto the modeled object surface. We refer to this technique.

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Presentation on theme: "Texture Mapping We can improve the realism of graphics models by mapping a texture pattern (image) onto the modeled object surface. We refer to this technique."— Presentation transcript:

1 Texture Mapping We can improve the realism of graphics models by mapping a texture pattern (image) onto the modeled object surface. We refer to this technique as texture mapping or pattern mapping. Adding texture mapping to polygonal models

2 Coordinate Refence Systems
Texture mapping approaches Texture scanning Map the texture pattern to object surface. Map to project to the plane Pixel-order scanning Map pixel areas onto object surfaces. Map to texture space

3 Mapping u = fu(s,t) = aus + but + cu v = fv(s,t) = avs + bvt + cv

4 Example Surface Parameters u =  ; 0 <  < 90
v = z ; 0 < z < 1 The parametric representation of the surface x = r cos(u) ; y = r sin(u); z = v Map the array to the surface u = s*90 ; v = t Select the viewing position and perform the inverse of the viewing transformation from from pixel coordinate to the cylinder surface.

5 MipMaps Large texture need more memory space and more time to render.
Different resolution texture Close regions have high resolution textures. Far regions have low resolution textures Level-0 Level-1 Level-2

6 Bump Mapping Bump Mapping is used to model the surface roughness.
Bump mapping usually achieved by applying a perturbation function

7 OpenGL Textures Texture width and height are power of 2
Allows border for textures Several image packing strategies Right now, handles 1D and 2D textures Could wrap or clamp textures

8 Code Exampe // During Initialization stage
glBindTexture (GL_TEXTURE_2D, 13); glPixelStorei (GL_UNPACK_ALIGNMENT, 1); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); */ glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexImage2D (GL_TEXTURE_2D, 0, GL_RGB, img_width, img_height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);

9 Code Example //At Display glEnable (GL_TEXTURE_2D);
glBindTexture (GL_TEXTURE_2D, 13); // Start Geometry glTexCoord2f (0.0,0.0); glVertex3f(5.0, 7.1, 3.6);


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