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Game Programming (Mapping) 2013. Spring
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Texture Mapping ■ The problem Colors, normals, etc. are only specified at vertices. How do we add detail between vertices? ■ Solution Specify the details in an image (the texture) and specify how to apply the image to the geometry (the map) ■ Works for shading parameters other than color, as we shall see The basic underlying idea is the mapping
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Basic Mapping ■ The texture lives in a 2D space Parameterize points in the texture with 2 coordinates: (s,t) These are just what we would call (x,y) if we were talking about an image, but we wish to avoid confusion with the world (x,y,z) ■ Define the mapping from (x,y,z) in world space to (s,t) in texture space ■ With polygons: Specify (s,t) coordinates at vertices Interpolate (s,t) for other points based on given vertices
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Basic Mapping
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I assume you recall… ■ Texture sampling (aliasing) is a big problem Mipmaps and other filtering techniques are the solution u v d
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GL_NEAREST GL_LINEAR Mipmappping I assume you recall…
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■ The texture value for points that map outside the texture image can be generated in various ways Repeat, Clamp, … ■ Width and height of texture images is constrained (powers of two, sometimes must be square) Wrap S : GL_CLAMP Wrap T : GL_CLAMP Wrap S : GL_CLAMP Wrap T : GL_REPEAT Wrap S : GL_REPEAT Wrap T : GL_CLAMP Wrap S : GL_REPEAT Wrap T : GL_REPEAT
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Textures in Games ■ The game engine provides some amount of texture support ■ Artists are supplied with tools to exploit this support They design the texture images They specify how to apply the image to the object ■ Commonly, textures are supplied at varying resolutions to support different hardware performance Note that the texture mapping code does not need to be changed - just load different sized maps at run time ■ Textures are, without doubt, the most important part of a game’s look
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Example Texture Tool
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Standard Pipeline
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Multitexturing ■ Some effects are easier to implement if multiple textures can be applied Future lectures: Light maps, bump maps, shadows, … Key-framemodelgeometryKey-framemodelgeometry Decal skin Bump skin Gloss skin WOW!ResultWOW!Result ++
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Packing Textures ■ Problem The limits on texture width/height make it inefficient to store many textures For example: long, thin objects ■ Solution Artists pack the textures for many objects into one image The texture coordinates for a given object may only index into a small part of the image Care must be taken at the boundary between sub-images to achieve correct blending Mipmapping is restricted
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Combining Textures
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Texture Matrix ■ Normally, the texture coordinates given at vertices are interpolated and directly used to index the texture ■ The texture matrix applies a homogeneous transform to the texture coordinates before indexing the texture ■ What use is this?
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Animating Texture (method 1) ■ Loading a texture onto the graphics card is very expensive ■ But once there, the texture matrix can be used to “transform” the texture For example, changing the translation can select different parts of the texture ■ If the texture matrix is changed from frame to frame, the texture will appear to move on the object ■ This is particularly useful for things like flame, or swirling vortices, or pulsing entrances, …
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Projective Texturing ■ The texture should appear to be projected onto the scene, as if from a slide projector ■ Solution: Equate texture coordinates with world coordinates Think about it from the projector’s point of view: wherever a world point appears in the projector’s view, it should pick up the texture Use a texture matrix equivalent to the projection matrix for the projector – maps world points into texture image points ■ Details available in many places
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Environment Mapping ■ Environment mapping produces reflections on shiny objects ■ Texture is transferred in the direction of the reflected ray from the environment map onto the object ■ Reflected ray: R=2(N·V)N-V ■ What is in the map? Object Viewer Reflected ray Environment Map
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Environment Maps ■ The environment map may take one of several forms: Cubic mapping Spherical mapping (two variants) Parabolic mapping ■ Describes the shape of the surface on which the map “resides” ■ Determines how the map is generated and how it is indexed ■ What are some of the issues in choosing the map?
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Environment Mapping ■ Cube mapping is the norm nowadays x y z n eye
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Environment Mapping www.debevec.org Need For Speed UndergroundFar Cry
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Light Maps ■ Speed up lighting calculations by pre-computing lighting and storing it in maps Allows complex illumination models to be used in generating the map (eg shadows, radiosity) Used in complex rendering algorithms (Radiance), not just games ■ Issues: How is the mapping determined? How are the maps generated? How are they applied at run-time?
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Example www.flipcode.com Call of duty
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Example Nearest interpolationLinear interpolation What type of lighting (diffuse, specular, reflections) can the map store?
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Example No light mapsWith light maps
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Applying Light Maps ■ Use multi-texturing hardware First stage: Apply color texture map Second stage: Modulate with light map Actually, make points darker with light map DirectX allows you to make points brighter with texture
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Fog Maps ■ Dynamic modification of light-maps ■ Put fog objects into the scene ■ Compute where they intersect with geometry and paint the fog density into a dynamic light map Use same mapping as static light map uses ■ Apply the fog map as with a light map Extra texture stage
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Fog Map Example
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Bump Mapping ■ Texture values perturb surface normals geometry Bump map Stores heights: can derive normals + Bump mapped geometry =
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Dot Product bump mapping ■ Store normal vectors in the bump map ■ Apply the bump map using the dot3 operator Takes a dot product www.nvidia.com
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Normal Mapping DOOM 3 James Hastings-Trew
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Environment Bump Mapping ■ Perturb the environment map lookup directions with the bump map Far Cry Nvidia
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Displacement Mapping ■ Normal Mapping Problem Doesn’t take into account geometric surface depth Does not exhibit parallax No self-shadowing of the surface Coarse silhouettes expose the actual geometry being drawn ■ Displacement Mapping Displace actual positions from Heightfield Map
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Displacement Mapping (Result) ■ Displacement Offset
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Billboards ■ Billboards are texture-mapped polygons, typically used for things like trees Image-based rendering method where complex geometry (the tree) is replaced with an image placed in the scene (the textured polygon) ■ The texture has alpha values associated with it: 1 where the tree is, and 0 where it isn’t So you can see through the polygon in places where the tree isn’t
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Planar Reflections (Flat Mirrors) ■ Use the stencil buffer, color buffer and depth buffer ■ Basic idea: We need to draw all the stuff around the mirror We need to draw the stuff in the mirror, reflected, without drawing over the things around the mirror ■ Key point: You can reflect the viewpoint about the mirror to see what is seen in the mirror, or you can reflect the world about the mirror
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Reflecting Objects ■ If the mirror passes through the origin, and is aligned with a coordinate axis, then just negate appropriate coordinate ■ Otherwise, transform into mirror space, reflect, transform back MirrorWall
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Reflection Example The stencil buffer after the second pass The color buffer after the second pass – the reflected scene cleared outside the stencil
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Reflection Example The color buffer after the final pass
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So what game did you play recently ?
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Why Shadows? ■ Shadows tell us about the relative locations and motions of objects
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Facts about Shadows ■ Shadows can be considered as areas hidden from the light source Suggests the use of hidden surface algorithms ■ For scenes with static lights and geometry, the shadows are fixed Can pre-process such cases Cost is in moving lights or objects ■ Point lights have hard edges, and area lights have soft edges
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Ground Plane Shadows ■ Shadows cast by point light sources onto planes are an important case that is relatively easy to compute Shadows cast by objects (cars, players) onto the ground ■ Accurate if shadows don’t overlap Can be fixed, but not well (x p,y p,z p ) (x sw,y sw,z sw ) L(directional light)
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Shadows in Light Maps ■ Static shadows can be incorporated into light maps When creating the map, test for shadows by ray-casting to the light source - quite efficient ■ Area light sources should cast soft shadows Interpolating the texture will give soft shadows, but not good ones, and you loose hard shadows Sampling the light will give better results: Cast multiple rays to different points on the area light, and average the results Should still filter for best results
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Soft Shadow Example
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Shadows in Games Grand Theft Auto Metal Gear Megaman
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Projective Shadows ■ Create a texture (dark on white) representing the appearance of the occluder as seen by the light Game programmers frequently call this a shadow map Can create it by “render to texture” with the light as viewpoint ■ Use projective texturing to apply it to receivers ■ Works if the appearance of the occluder from the light is reasonably constant ■ Requires work to identify occluders and receivers
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Shadow Volumes ■ A shadow volume for an object and light is the volume of space that is shadowed That is, all points in the volume are in shadow for that light/object pair ■ Creating the volume: Find silhouette edges of shadowing object as seen by the light source Extrude these edges away from the light, forming polygons Clip the polygons to the view volume
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Shadow Volumes
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Shadow Volume
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