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Advanced topics Advanced Multimedia Technology: Computer Graphics Yung-Yu Chuang 2006/01/04 with slides by Brian Curless, Zoran Popovic, Mario Costa Sousa and Robin Chen
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Outline Mapping techniques –Texture mapping –Displacement mapping –Bump mapping Shadows Ray tracing
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Texture maps How is texture mapped to the surface? –Dimensionality: 1D, 2D, 3D –Texture coordinates (s,t) Surface parameters (u,v) Projection: spherical, cylindrical, planar Reparameterization What does texture control? –Surface color and transparency –Illumination: environment maps, shadow maps –Reflection function: reflectance maps –Geometry: displacement and bump maps
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Texture
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History 1974 basic idea (Catmull/Williams) 1976 reflection maps (Blinn/Newell) 1978 bump mapping (Blinn) 1983 mipmap (Williams) 1984 illumination (Miller/Hoffman) 1985 solid texture (Perlin)
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Texture maps
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Reflection maps
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Environment maps
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Bump/displacement maps
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Illumination maps
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Solid textures
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Texture mapping
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(u,v) sphericalcylindricalplanar
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Spherical mapping
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Cylindrical mapping
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Planar mapping
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Spherical mapping
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Cylindrical mapping
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Planar mapping
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Aliasing
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Antialiasing
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Mip maps A mipmap takes at most 1/3 more memory
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Sum area table
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Antialiasing
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Displacement mapping
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Bump mapping
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Bump v.s. displacement mapping
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Shadow buffer
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Forward ray tracing
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Precursors to ray tracing local illumination cast one ray, then shade according to light ray casting (Appel 1968) cast one eye ray + one ray to light
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Whitted ray tracing algorithm
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Ray tree
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Shading
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Outer loop
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traceRay
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Reflection
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Refraction
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Ray-sphere intersection
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Ray-plane intersection
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Ray-triangle intersection
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Acceleration techniques Object subdivision: hierarchical bounding volume Space subdivision: –Uniform: uniform grid –Adaptive: kd-tree, octree…
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Bounding volume hierarchy
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1)Find bounding box of objects Bounding volume hierarchy
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1)Find bounding box of objects 2)Split objects into two groups Bounding volume hierarchy
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1)Find bounding box of objects 2)Split objects into two groups 3)Recurse Bounding volume hierarchy
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1)Find bounding box of objects 2)Split objects into two groups 3)Recurse Bounding volume hierarchy
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1)Find bounding box of objects 2)Split objects into two groups 3)Recurse Bounding volume hierarchy
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1)Find bounding box of objects 2)Split objects into two groups 3)Recurse Bounding volume hierarchy
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At midpoint Sort, and put half of the objects on each side Use modeling hierarchy Where to split?
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BVH traversal If hit parent, then check all children (from the closer to the further?)
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BVH traversal Don't return intersection immediately because the other subvolumes may have a closer intersection
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Bounding volume hierarchy
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Space subdivision approaches KD tree Unifrom grid
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Space subdivision approaches BSP tree Quadtree (2D) Octree (3D)
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Uniform grid
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Preprocess scene 1.Find bounding box
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Uniform grid Preprocess scene 1.Find bounding box 2.Determine grid resolution
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Uniform grid Preprocess scene 1.Find bounding box 2.Determine grid resolution 3.Place object in cell if its bounding box overlaps the cell
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Uniform grid Preprocess scene 1.Find bounding box 2.Determine grid resolution 3.Place object in cell if its bounding box overlaps the cell 4.Check that object overlaps cell (expensive!)
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Uniform grid traversal Preprocess scene Traverse grid 3D line = 3D-DDA
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A A Leaf nodes correspond to unique regions in space K-d tree
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A A Leaf nodes correspond to unique regions in space B K-d tree
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A B A B Leaf nodes correspond to unique regions in space K-d tree
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A B A B C
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A B C A B C
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A B C A B C D
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A B C D A B C D
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A B C D A B C D Leaf nodes correspond to unique regions in space K-d tree
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A B C D A B C D Leaf nodes correspond to unique regions in space K-d tree traversal
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Antialiasing with supersampling
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Result
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Advanced ray tracing
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