# Textures. Texture coordinates. Introduce one more component to geometry

Save this PDF as:

Size: px
Start display at page:

## Transcription

1 Texturing & Blending Prof. Aaron Lanterman (Based on slides by Prof. Hsien-Hsin Sean Lee) School of Electrical and Computer Engineering Georgia Institute of Technology Textures Rendering tiny triangles is slow Players won t even look at some certain details Sky, clouds, walls, terrain, wood patterns, etc. Simple way to add details and enhance realism Use 2D images to map polygons Images are composed of 2D texels 2 Texture coordinates Introduce one more component to geometry Position coordinates Normal vector Color (may not need now) Texture coordinates Texture coordinate conventions Direct3D/XNA texture convention (u, v) coordinates for each vertex (0,0) = upper left corner (1,1) = lower right corner OpenGL/Unity texture convention (s, t)/(u, v) coordinates for each vertex (0,0) = lower left corner (1,1) = upper right corner 3 4 1

2 Texture mapping example (1) (0,0) (1,0) v7 v8 Texture mapping example (2) Texture 1 Texture 2 (0,0) (1,0) (0,0) v7 v8 v0 v1 v0 v1 (0,1) (1,1) Direct3D/XNA convention u v (0,1) (1,1) (1,1) {v1.x, v1.y, v1.z,, 1, 0}, {v2.x, v2.y, v2.z,, 1, 1}, {v0.x, v0.y, v0.z,, 0, 0}, {v3.x, v3.y, v3.z,, 0, 1}, v3 v2 v3 v2 5 6 Perspective correct texture mapping Repeated textures (0,0) (1,0) v1 v2 (0,1) (1,1) u v From {v1.x, v1.y, v1.z,, 0, 0}, {v2.x, v2.y, v2.z,, 5, 0}, {v0.x, v0.y, v0.z,, 5, 3}, {v3.x, v3.y, v3.z,, 0, 3}, v3 v

3 Repeated brick texture Magnification u v {v1.x, v1.y, v1.z,, 0, 0}, {v2.x, v2.y, v2.z,, 6, 0}, {v0.x, v0.y, v0.z,, 6, 6}, {v3.x, v3.y, v3.z,, 0, 6}, Texels Texel and pixel mapping is rarely 1-to-1 Mapped triangle is very close to the camera One texel maps to multiple pixels 9 10 Nearest point sampling (for magnification) Averaging (for magnification) R=247 G=237 B=141 R=255 G=204 B=102 Texels R=253 G=230 B=145 Texels R=102 G=102 B=51 R=214 G=193 B=110 Choose the texel nearest the pixel s center Average the 2x2 texels surrounding a given pixel

4 Bilinear filtering (for magnification) Minification x 1-x * (1-x) * (1-y) 1-y + * (1-x) * y y + + * x * (1-y) * x * y Color? Final Color : pixel enclosed by 4 texels Or take the weighted values for the 2x2 texels surrounding a given pixel Texels Texel and pixel mapping is rarely 1-to-1 Multiple texels map to one pixel Nearest point sampling (for minification) Averaging (for minification) R=234 G=189 B=0 R=252 G=219 B=96 R=0 G=0 B=0 R=135 G=119 B=23 R=155 G=132 B=30 Choose the texel nearest the pixel s center Average for the 2x2 texels corresponding to a given pixel

5 Mip-mapping (1) Multiple versions are provided for the same texture Different versions have different levels of details E.g., 7 LOD maps: 256x256, 128x128, 64x64, 32x32, 16x16, 8x8, 4x4 Choose the closest maps to render a surface Maps can be automatically generated by 3D API Mip-mapping (2) API or hardware can Choose the right one for the viewer Good performance for far triangles Good LOD for close-by objects Trilinearly interpolate Tri-linear filtering using mipmaps Anisotropic filtering R=147 G=114 B=117 R=106 G=80 B=74 Higher Res. Mip Map R=94 G=49 B=48 R=58 G=0 B=0 R=66 G=0 B=0 R=155 G=132 B=30 R=178 G=179 B=90 R=229 G=208 B=119 R=233 G=227 B=143 Lower Res. Mip Map R=199 G=187 B=96 R=147 G=118 B=72 Screen Pixel Bilinear filtering Trilinear filtering Not isotropic Preserves details for oblique viewing angles (non-uniform surface) AF calculates the shape of the surface before mapping The number of pixels sampled depends on the distance and view angles relative to the screen Very expensive Interpolate between mipmaps 16x Anisotropic filtering 64x Anisotropic filtering 19 Source: nvidia 20 5

6 Color blending and alpha blending Alpha blending (inverse source form) Transparency effect (e.g. water, glasses, etc.) Source blended with destination Several blending methods Additive C = SrcPixel (1,1,1,1) + DstPixel (1,1,1,1) = SrcPixel + DstPixel Subtractive C = SrcPixel (1,1,1,1) DstPixel (1,1,1,1) = SrcPixel DstPixel Multiplicative C = DstPixel SrcPixel Using Alpha value in the (Alpha blending) C = SrcPixel (α, α, α, α) + DstPixel (1-α,1-α,1-α,1-α) And many more in the API No transparency Src=0.5 (triangle) Dest=0.5 (square) Src=0.2 (triangle) Dest=0.8 (square) Src=0.8 (triangle) Dest=0.2 (square) Another example w/out transparency Another alpha blending example Src=0.3 (rect) Dest=0.7 (checker) Src=0.5 (orange rect) Dest=0.5 Src=0.6 (triangle) Dest=

7 6/2/16 Alpha test Multitexturing Map multiple textures to a polygon Texture1 lit Common APIs support 8 textures Performance will be reduced Multiple texturing stages in the pipeline Texture will be calculated by Straightforward texture mapping Multiplication Addition Subtraction if (α op val) reject pixel else accept pixel Operation 1 Texture3 Texture2 Operation 2 Operation 3 Texture: bar.jpg Reject pixels by checking their alpha values Model fences, chicken wires, etc. TextureN Operation N Final Color Stenciling Multi-texturing example: light mapping Stencil buffer To reject certain pixels to be displayed To create special effect similar to alpha test Mask out part of the screen Set together with Z-buffer in 3D API Perform prior to Z-buffer test Some crumpled paper texture A spotlight map Different alpha blending 27 if ((stencil ref & mask) op (pixel val & mask)) accept pixel else reject pixel 28 7

8 Stencil buffer example Mirror effect (1) 1. Render the entire scene as normal (no reflection yet) 2. Clear the entire stencil buffer to 0 (i.e., mirror s fragments) 3. Render the mirror primitives and set the corresponding stencil buffer fragment to 1 4. Render the reflected objects only if stencil test passes (i.e., value==1) Using a reflection matrix for world transformation (Draw the scene as if they are seen in the mirror) Stencil buffer Stencil buffer Reject pixels inside this area This window area is set to be drawn by stencil buffer Clear stencil buffer Set stencil buffer for mirror object Render the reflected objects w/ stencil test From 29 From 30 Mirror effect (2) Can be done in a reverse order 1. Render the reflected image of the scene using a reflection matrix for world transformation (draw the scene as if they are seen in the mirror) 2. Render non-reflected with stencil buffer accept/reject test to prevent the reflected image being drawn over Bump mapping (1) Per-fragment lighting using bump map (normal map) to perturb surface normal No geometry tessellation, avoid geometry complexity Store normal vectors rather than RGB s for bump map Apply per-pixel shading (w/light vector, e.g., Phong shading) Shaded sphere Bump map Bump mapped sphere Source: wikipedia From

9 6/2/16 Bump mapping (2) Environment mapping (1) Normal map was derived from a height field map Height field stores the elevation for each texel Sample texel s height as well as texels to the right and above Range-compressed Normal Height field Cube Map Textures (in World coordinate) Each face encodes 1/6 of the panoramic environment 33 Environment mapping (2) Source: zabur.smz.sk Source: Game Creators, Ltd. 34 Environment mapping (3) Look up the environment map Add reflection to a fragment s final Norma Incident Ray (-L) l (N) Reflective Ray (R) Function texcube() is provided for sampling the texel in cube map Cube texture map World space Rendered image R = 2*(dot(N, L))*N - L 35 Source: Game Creators, Ltd. 36 9

### TEXTURE MAPPING. DVA338 Computer Graphics Thomas Larsson, Afshin Ameri

TEXTURE MAPPING DVA338 Computer Graphics Thomas Larsson, Afshin Ameri OVERVIEW Motivation Texture Mapping Coordinate Mapping (2D, 3D) Perspective Correct Interpolation Texture Filtering Mip-mapping Anisotropic

### Rasterization Overview

Rendering Overview The process of generating an image given a virtual camera objects light sources Various techniques rasterization (topic of this course) raytracing (topic of the course Advanced Computer

### Surface Rendering. Surface Rendering

Surface Rendering Surface Rendering Introduce Mapping Methods - Texture Mapping - Environmental Mapping - Bump Mapping Go over strategies for - Forward vs backward mapping 2 1 The Limits of Geometric Modeling

### Texture Mapping. CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science

Texture Mapping CS 537 Interactive Computer Graphics Prof. David E. Breen Department of Computer Science 1 Objectives Introduce Mapping Methods - Texture Mapping - Environment Mapping - Bump Mapping Consider

### CS 450: COMPUTER GRAPHICS TEXTURE MAPPING SPRING 2015 DR. MICHAEL J. REALE

CS 450: COMPUTER GRAPHICS TEXTURE MAPPING SPRING 2015 DR. MICHAEL J. REALE INTRODUCTION Texturing = process that takes a surface and modifies its appearance at each location using some image, function,

### Lets assume each object has a defined colour. Hence our illumination model is looks unrealistic.

Shading Models There are two main types of rendering that we cover, polygon rendering ray tracing Polygon rendering is used to apply illumination models to polygons, whereas ray tracing applies to arbitrary

### CSE 167: Introduction to Computer Graphics Lecture #8: Textures. Jürgen P. Schulze, Ph.D. University of California, San Diego Spring Quarter 2016

CSE 167: Introduction to Computer Graphics Lecture #8: Textures Jürgen P. Schulze, Ph.D. University of California, San Diego Spring Quarter 2016 Announcements Project 2 due this Friday Midterm next Tuesday

### 3D buzzwords. Adding programmability to the pipeline 6/7/16. Bandwidth Gravity of modern computer systems

Bandwidth Gravity of modern computer systems GPUs Under the Hood Prof. Aaron Lanterman School of Electrical and Computer Engineering Georgia Institute of Technology The bandwidth between key components

### Computer Graphics. Lecture 9 Environment mapping, Mirroring

Computer Graphics Lecture 9 Environment mapping, Mirroring Today Environment Mapping Introduction Cubic mapping Sphere mapping refractive mapping Mirroring Introduction reflection first stencil buffer

### COMP environment mapping Mar. 12, r = 2n(n v) v

Rendering mirror surfaces The next texture mapping method assumes we have a mirror surface, or at least a reflectance function that contains a mirror component. Examples might be a car window or hood,

### CS 428: Fall Introduction to. Texture mapping and filtering. Andrew Nealen, Rutgers, /18/2010 1

CS 428: Fall 2010 Introduction to Computer Graphics Texture mapping and filtering 10/18/2010 1 Topic overview Image formation and OpenGL Transformations and viewing Polygons and polygon meshes 3D model/mesh

### CS 431/636 Advanced Rendering Techniques

CS 431/636 Advanced Rendering Techniques Dr. David Breen Matheson 308 Thursday 6PM 8:50PM Presentation 7 5/23/06 Questions from Last Time? Hall Shading Model Shadows Reflections Refractions Slide Credits

### Graphics Performance Optimisation. John Spitzer Director of European Developer Technology

Graphics Performance Optimisation John Spitzer Director of European Developer Technology Overview Understand the stages of the graphics pipeline Cherchez la bottleneck Once found, either eliminate or balance

### Graphics Processing Unit Architecture (GPU Arch)

Graphics Processing Unit Architecture (GPU Arch) With a focus on NVIDIA GeForce 6800 GPU 1 What is a GPU From Wikipedia : A specialized processor efficient at manipulating and displaying computer graphics

### 3D Programming. 3D Programming Concepts. Outline. 3D Concepts. 3D Concepts -- Coordinate Systems. 3D Concepts Displaying 3D Models

3D Programming Concepts Outline 3D Concepts Displaying 3D Models 3D Programming CS 4390 3D Computer 1 2 3D Concepts 3D Model is a 3D simulation of an object. Coordinate Systems 3D Models 3D Shapes 3D Concepts

### Scanline Rendering 2 1/42

Scanline Rendering 2 1/42 Review 1. Set up a Camera the viewing frustum has near and far clipping planes 2. Create some Geometry made out of triangles 3. Place the geometry in the scene using Transforms

### CS GAME PROGRAMMING Question bank

CS6006 - GAME PROGRAMMING Question bank Part A Unit I 1. List the different types of coordinate systems. 2. What is ray tracing? Mention some applications of ray tracing. 3. Discuss the stages involved

### C P S C 314 S H A D E R S, O P E N G L, & J S RENDERING PIPELINE. Mikhail Bessmeltsev

C P S C 314 S H A D E R S, O P E N G L, & J S RENDERING PIPELINE UGRAD.CS.UBC.C A/~CS314 Mikhail Bessmeltsev 1 WHAT IS RENDERING? Generating image from a 3D scene 2 WHAT IS RENDERING? Generating image

### Overview. Goals. MipMapping. P5 MipMap Texturing. What are MipMaps. MipMapping in OpenGL. Generating MipMaps Filtering.

Overview What are MipMaps MipMapping in OpenGL P5 MipMap Texturing Generating MipMaps Filtering Alexandra Junghans junghana@student.ethz.ch Advanced Filters You can explain why it is a good idea to use

### Lecture 2. Shaders, GLSL and GPGPU

Lecture 2 Shaders, GLSL and GPGPU Is it interesting to do GPU computing with graphics APIs today? Lecture overview Why care about shaders for computing? Shaders for graphics GLSL Computing with shaders

### Shadow Algorithms. CSE 781 Winter Han-Wei Shen

Shadow Algorithms CSE 781 Winter 2010 Han-Wei Shen Why Shadows? Makes 3D Graphics more believable Provides additional cues for the shapes and relative positions of objects in 3D What is shadow? Shadow:

### Texture Mapping 1/34

Texture Mapping 1/34 Texture Mapping Offsets the modeling assumption that the BRDF doesn t change in u and v coordinates along the object s surface Store a reflectance as an image called a texture Map

### Einführung in Visual Computing

Einführung in Visual Computing 186.822 Textures Werner Purgathofer Surface-Rendering Methods polygon rendering methods ray tracing global illumination environment mapping texture mapping bump mapping Werner

### 521493S Computer Graphics. Exercise 3

521493S Computer Graphics Exercise 3 Question 3.1 Most graphics systems and APIs use the simple lighting and reflection models that we introduced for polygon rendering. Describe the ways in which each

### OpenGL SUPERBIBLE. Fifth Edition. Comprehensive Tutorial and Reference. Richard S. Wright, Jr. Nicholas Haemel Graham Sellers Benjamin Lipchak

OpenGL SUPERBIBLE Fifth Edition Comprehensive Tutorial and Reference Richard S. Wright, Jr. Nicholas Haemel Graham Sellers Benjamin Lipchak AAddison-Wesley Upper Saddle River, NJ Boston Indianapolis San

### Volume Graphics Introduction

High-Quality Volume Graphics on Consumer PC Hardware Volume Graphics Introduction Joe Kniss Gordon Kindlmann Markus Hadwiger Christof Rezk-Salama Rüdiger Westermann Motivation (1) Motivation (2) Scientific

### Enabling immersive gaming experiences Intro to Ray Tracing

Enabling immersive gaming experiences Intro to Ray Tracing Overview What is Ray Tracing? Why Ray Tracing? PowerVR Wizard Architecture Example Content Unity Hybrid Rendering Demonstration 3 What is Ray

### graphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1

graphics pipeline computer graphics graphics pipeline 2009 fabio pellacini 1 graphics pipeline sequence of operations to generate an image using object-order processing primitives processed one-at-a-time

### Graphics. Texture Mapping 고려대학교컴퓨터그래픽스연구실.

Graphics Texture Mapping 고려대학교컴퓨터그래픽스연구실 3D Rendering Pipeline 3D Primitives 3D Modeling Coordinates Model Transformation 3D World Coordinates Lighting 3D World Coordinates Viewing Transformation 3D Viewing

### CSE 167: Lecture #8: GLSL. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012

CSE 167: Introduction to Computer Graphics Lecture #8: GLSL Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012 Announcements Homework project #4 due Friday, November 2 nd Introduction:

### Orthogonal Projection Matrices. Angel and Shreiner: Interactive Computer Graphics 7E Addison-Wesley 2015

Orthogonal Projection Matrices 1 Objectives Derive the projection matrices used for standard orthogonal projections Introduce oblique projections Introduce projection normalization 2 Normalization Rather

### Render-To-Texture Caching. D. Sim Dietrich Jr.

Render-To-Texture Caching D. Sim Dietrich Jr. What is Render-To-Texture Caching? Pixel shaders are becoming more complex and expensive Per-pixel shadows Dynamic Normal Maps Bullet holes Water simulation

### Texturas. Objectives. ! Introduce Mapping Methods. ! Consider two basic strategies. Computação Gráfica

Texturas Computação Gráfica Objectives! Introduce Mapping Methods! Texture Mapping! Environmental Mapping! Bump Mapping! Light Mapping! Consider two basic strategies! Manual coordinate specification! Two-stage

### Optimizing and Profiling Unity Games for Mobile Platforms. Angelo Theodorou Senior Software Engineer, MPG Gamelab 2014, 25 th -27 th June

Optimizing and Profiling Unity Games for Mobile Platforms Angelo Theodorou Senior Software Engineer, MPG Gamelab 2014, 25 th -27 th June 1 Agenda Introduction ARM and the presenter Preliminary knowledge

### PFX Language Format. Specification

Public Imagination Technologies PFX Language Format Public. This publication contains proprietary information which is subject to change without notice and is supplied 'as is' without warranty of any kind.

### Simpler Soft Shadow Mapping Lee Salzman September 20, 2007

Simpler Soft Shadow Mapping Lee Salzman September 20, 2007 Lightmaps, as do other precomputed lighting methods, provide an efficient and pleasing solution for lighting and shadowing of relatively static

### CSE 167: Introduction to Computer Graphics Lecture #9: Textures. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2013

CSE 167: Introduction to Computer Graphics Lecture #9: Textures Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2013 Announcements Added Tuesday office hours for Krishna: 11am-12

Shadows and Texture Mapping Eric C. McCreath School of Computer Science The Australian National University ACT 0200 Australia ericm@cs.anu.edu.au Overview 2 Shadows Textures Importance Co ordinates OpenGL

### Texture Mapping. Computer Graphics, 2015 Lecture 9. Johan Nysjö Centre for Image analysis Uppsala University

Texture Mapping Computer Graphics, 2015 Lecture 9 Johan Nysjö Centre for Image analysis Uppsala University What we have rendered so far: Looks OK, but how do we add more details (and colors)? Texture mapping

### Models and Architectures. Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico

Models and Architectures Ed Angel Professor of Computer Science, Electrical and Computer Engineering, and Media Arts University of New Mexico 1 Objectives Learn the basic design of a graphics system Introduce

### AGDC Per-Pixel Shading. Sim Dietrich

AGDC Per-Pixel Shading Sim Dietrich Goal Of This Talk The new features of Dx8 and the next generation of HW make huge strides in the area of Per-Pixel Shading Most developers have yet to adopt Per-Pixel

### More Texture Mapping. Texture Mapping 1/46

More Texture Mapping Texture Mapping 1/46 Perturbing Normals Texture Mapping 2/46 Perturbing Normals Instead of fetching a texture for color, fetch a new perturbed normal vector Creates the appearance

### Mobile Performance Tools and GPU Performance Tuning. Lars M. Bishop, NVIDIA Handheld DevTech Jason Allen, NVIDIA Handheld DevTools

Mobile Performance Tools and GPU Performance Tuning Lars M. Bishop, NVIDIA Handheld DevTech Jason Allen, NVIDIA Handheld DevTools NVIDIA GoForce5500 Overview World-class 3D HW Geometry pipeline 16/32bpp

### Deferred Splatting. Gaël GUENNEBAUD Loïc BARTHE Mathias PAULIN IRIT UPS CNRS TOULOUSE FRANCE.

Deferred Splatting Gaël GUENNEBAUD Loïc BARTHE Mathias PAULIN IRIT UPS CNRS TOULOUSE FRANCE http://www.irit.fr/~gael.guennebaud Plan Complex Scenes: Triangles or Points? High Quality Splatting: Really

### -=Catmull's Texturing=1974. Part I of Texturing

-=Catmull's Texturing=1974 but with shaders Part I of Texturing Anton Gerdelan Textures Edwin Catmull's PhD thesis Computer display of curved surfaces, 1974 U.Utah Also invented the z-buffer / depth buffer

### E.Order of Operations

Appendix E E.Order of Operations This book describes all the performed between initial specification of vertices and final writing of fragments into the framebuffer. The chapters of this book are arranged

### Drawing Fast The Graphics Pipeline

Drawing Fast The Graphics Pipeline CS559 Fall 2016 Lectures 10 & 11 October 10th & 12th, 2016 1. Put a 3D primitive in the World Modeling 2. Figure out what color it should be 3. Position relative to the

### DOOM 3 : The guts of a rendering engine

DOOM 3 : The guts of a rendering engine Introduction Background Game Design Techniques Tradeoffs Problems and Solutions Background Doom One of the most successful PC games of all time Kicked off First

### Department of Computer Engineering 3D Graphics in Games and Movies

Department of Computer Engineering 3D Graphics in Games and Movies Ulf Assarsson Department of Computer Engineering The screen consists of pixels Department of Computer Engineering 3D-Rendering Objects

### Introduction to 3D Graphics

Graphics Without Polygons Volume Rendering May 11, 2010 So Far Volumetric Rendering Techniques Misc. So Far Extended the Fixed Function Pipeline with a Programmable Pipeline Programming the pipeline is

### Homework #2 and #3 Due Friday, October 12 th and Friday, October 19 th

Homework #2 and #3 Due Friday, October 12 th and Friday, October 19 th 1. a. Show that the following sequences commute: i. A rotation and a uniform scaling ii. Two rotations about the same axis iii. Two

### So far, we have considered only local models of illumination; they only account for incident light coming directly from the light sources.

11 11.1 Basics So far, we have considered only local models of illumination; they only account for incident light coming directly from the light sources. Global models include incident light that arrives

### PowerVR Performance Recommendations. The Golden Rules

PowerVR Performance Recommendations Public. This publication contains proprietary information which is subject to change without notice and is supplied 'as is' without warranty of any kind. Redistribution

### Magnification and Minification

Magnification and Minification Lecture 30 Robb T. Koether Hampden-Sydney College Fri, Nov 6, 2015 Robb T. Koether (Hampden-Sydney College) Magnification and Minification Fri, Nov 6, 2015 1 / 17 Outline

### Could you make the XNA functions yourself?

1 Could you make the XNA functions yourself? For the second and especially the third assignment, you need to globally understand what s going on inside the graphics hardware. You will write shaders, which

### Graphics Hardware. Instructor Stephen J. Guy

Instructor Stephen J. Guy Overview What is a GPU Evolution of GPU GPU Design Modern Features Programmability! Programming Examples Overview What is a GPU Evolution of GPU GPU Design Modern Features Programmability!

### CSE 167: Lecture #17: Procedural Modeling. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011

CSE 167: Introduction to Computer Graphics Lecture #17: Procedural Modeling Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2011 Announcements Important dates: Final project outline

### Practical Parallax Occlusion Mapping For Highly Detailed Surface Rendering

Practical Parallax Occlusion Mapping For Highly Detailed Surface Rendering Natalya Tatarchuk 3D Application Research Group ATI Research, Inc. The Plan What are we trying to solve? Quick review of existing

### Cap. 3 Textures. Mestrado em Engenharia Informática (6931) 1º ano, 1º semestre

Cap. 3 Textures Mestrado em Engenharia Informática (6931) 1º ano, 1º semestre Overview Objectives Notion of texture Motivation Texture mapping, texture patterns, and texels Mapping textures to polygons,

### #Short presentation of the guys

1 #Short presentation of the guys Let me introduce myself, I am Sébastien Lagarde and, together with my co-worker Antoine Zanuttini, we are part of a team currently working on a PC/XBOX360/PS3 game. For

### 3D graphics, raster and colors CS312 Fall 2010

Computer Graphics 3D graphics, raster and colors CS312 Fall 2010 Shift in CG Application Markets 1989-2000 2000 1989 3D Graphics Object description 3D graphics model Visualization 2D projection that simulates

### Volume Rendering. Lecture 21

Volume Rendering Lecture 21 Acknowledgements These slides are collected from many sources. A particularly valuable source is the IEEE Visualization conference tutorials. Sources from: Roger Crawfis, Klaus

### CS335 Graphics and Multimedia. Slides adopted from OpenGL Tutorial

CS335 Graphics and Multimedia Slides adopted from OpenGL Tutorial Texture Poly. Per Vertex Mapping CPU DL Texture Raster Frag FB Pixel Apply a 1D, 2D, or 3D image to geometric primitives Uses of Texturing

### Computergraphics Exercise 15/ Shading & Texturing

Computergraphics Exercise 15/16 3. Shading & Texturing Jakob Wagner for internal use only Shaders Vertex Specification define vertex format & data in model space Vertex Processing transform to clip space

### Lecture 07: Buffers and Textures

Lecture 07: Buffers and Textures CSE 40166 Computer Graphics Peter Bui University of Notre Dame, IN, USA October 26, 2010 OpenGL Pipeline Today s Focus Pixel Buffers: read and write image data to and from

### CS5620 Intro to Computer Graphics

So Far wireframe hidden surfaces Next step 1 2 Light! Need to understand: How lighting works Types of lights Types of surfaces How shading works Shading algorithms What s Missing? Lighting vs. Shading

### CMSC 435/634: Introduction to Graphics

CMSC 435/634: Introduction to Graphics Final Exam December 16, 2002 Instructions: Clearly write your name on this sheet. Answer each problem in the space provided. If you need extra space, write on extra

### OpenGL: Open Graphics Library. Introduction to OpenGL Part II. How do I render a geometric primitive? What is OpenGL

OpenGL: Open Graphics Library Introduction to OpenGL Part II CS 351-50 Graphics API ( Application Programming Interface) Software library Layer between programmer and graphics hardware (and other software

### Order Independent Transparency with Dual Depth Peeling. Louis Bavoil, Kevin Myers

Order Independent Transparency with Dual Depth Peeling Louis Bavoil, Kevin Myers Document Change History Version Date Responsible Reason for Change 1.0 February 9 2008 Louis Bavoil Initial release Abstract

### Robust Stencil Shadow Volumes. CEDEC 2001 Tokyo, Japan

Robust Stencil Shadow Volumes CEDEC 2001 Tokyo, Japan Mark J. Kilgard Graphics Software Engineer NVIDIA Corporation 2 Games Begin to Embrace Robust Shadows 3 John Carmack s new Doom engine leads the way

### v. T u. Textures. Perlin, SIGGRAPH85. Werner Purgathofer

Perlin, SIGGRAPH85 Einführung in Visual Computing 186.822 v Textures T u Werner Purgathofer Surface Rendering Methods polygon rendering methods ray tracing global illumination environment mapping texture

### #Short presentation of the guys

1 #Short presentation of the guys Let me introduce myself, I am Sébastien Lagarde and, together with my co-worker Antoine Zanuttini, we are part of a team currently working on Remember me, the new Capcom

Optimizing Direct3D for the GeForce 256 Douglas H. Rogers Please send me your comments/questions/suggestions drogers@nvidia.com Transform and Lighting (T&L) Acceleration under Direct3D To enable hardware

### SGI OpenGL Shader. Marc Olano SGI

SGI OpenGL Shader Marc Olano SGI Interactive Rendering Illusion of Presence 10 30 60 frames per second Immediate response Simple appearance Multi-pass Rendering Improved appearance Build effects Per-frame

### PowerVR Hardware. Architecture Overview for Developers

Public Imagination Technologies PowerVR Hardware Public. This publication contains proprietary information which is subject to change without notice and is supplied 'as is' without warranty of any kind.

Last Time? The Traditional Graphics Pipeline Reading for Today A Practical Model for Subsurface Light Transport, Jensen, Marschner, Levoy, & Hanrahan, SIGGRAPH 2001 Participating Media Measuring BRDFs

### Advanced 3D Game Programming with DirectX* 10.0

Advanced 3D Game Programming with DirectX* 10.0 Peter Walsh Wordware Publishing, Inc. Acknowledgments Introduction xiii xv Chapter I Windows I A Word about Windows I Hungarian Notation 3 General Windows

### Wednesday, 26 January 2005, 14:OO - 17:OO h.

Delft University of Technology Faculty Electrical Engineering, Mathematics, and Computer Science Mekelweg 4, Delft TU Delft Examination for Course IN41 5 1-3D Computer Graphics and Virtual Reality Please

### Computer Graphics. Bing-Yu Chen National Taiwan University

Computer Graphics Bing-Yu Chen National Taiwan University Introduction to OpenGL General OpenGL Introduction An Example OpenGL Program Drawing with OpenGL Transformations Animation and Depth Buffering

### Who has worked on a voxel engine before? Who wants to? My goal is to give the talk I wish I would have had before I started on our procedural engine.

1 Who has worked on a voxel engine before? Who wants to? My goal is to give the talk I wish I would have had before I started on our procedural engine. Three parts to this talk. A lot of content, so I

### Hardware Shading: State-of-the-Art and Future Challenges

Hardware Shading: State-of-the-Art and Future Challenges Hans-Peter Seidel Max-Planck-Institut für Informatik Saarbrücken,, Germany Graphics Hardware Hardware is now fast enough for complex geometry for

### Chapter 9- Ray-Tracing

Ray-tracing is used to produce mirrored and reflective surfaces. It is also being used to create transparency and refraction (bending of images through transparent surfaceslike a magnifying glass or a

### The Shadow Rendering Technique Based on Local Cubemaps

The Shadow Rendering Technique Based on Local Cubemaps Content 1. Importing the project package from the Asset Store 2. Building the project for Android platform 3. How does it work? 4. Runtime shadows

### Project report Augmented reality with ARToolKit

Project report Augmented reality with ARToolKit FMA175 Image Analysis, Project Mathematical Sciences, Lund Institute of Technology Supervisor: Petter Strandmark Fredrik Larsson (dt07fl2@student.lth.se)

### Surface Graphics. 200 polys 1,000 polys 15,000 polys. an empty foot. - a mesh of spline patches:

Surface Graphics Objects are explicitely defined by a surface or boundary representation (explicit inside vs outside) This boundary representation can be given by: - a mesh of polygons: 200 polys 1,000

### Ptex: Per-face Texture Mapping for Production Rendering

EGSR 2008 Ptex: Per-face Texture Mapping for Production Rendering Brent Burley and Dylan Lacewell Walt Disney Animation Studios (See attached slide notes for details) Texture Mapping at Disney Chicken

### COM337 COMPUTER GRAPHICS Other Topics

COM337 COMPUTER GRAPHICS Other Topics Animation, Surface Details, Global Illumination Kurtuluş Küllü based on the book by Hearn, Baker, and Carithers There are some other important issues and topics that

### CEng 477 Introduction to Computer Graphics Fall

Illumination Models and Surface-Rendering Methods CEng 477 Introduction to Computer Graphics Fall 2007 2008 Illumination Models and Surface Rendering Methods In order to achieve realism in computer generated

### GPU Memory Model. Adapted from:

GPU Memory Model Adapted from: Aaron Lefohn University of California, Davis With updates from slides by Suresh Venkatasubramanian, University of Pennsylvania Updates performed by Gary J. Katz, University

### Chapter 3. Texture mapping. Learning Goals: Assignment Lab 3: Implement a single program, which fulfills the requirements:

Chapter 3 Texture mapping Learning Goals: 1. To understand texture mapping mechanisms in VRT 2. To import external textures and to create new textures 3. To manipulate and interact with textures 4. To

### Per-Face Texture Mapping for Realtime Rendering. Realtime Ptex

Per-Face Texture Mapping for Realtime Rendering Realtime Ptex Quick Note For CUDA/Compute folks: Ptex!= PTX Goals Render native Ptex datasets in real-time on commodity hardware Remove texture seams from

### CSC Graphics Programming. Budditha Hettige Department of Statistics and Computer Science

CSC 307 1.0 Graphics Programming Department of Statistics and Computer Science Graphics Programming Texture Mapping 2 Texture Poly. Per Vertex Mapping CPU DL Pixel Texture Raster Frag FB Apply a 1D, 2D,

### Topic 10: Scene Management, Particle Systems and Normal Mapping. CITS4242: Game Design and Multimedia

CITS4242: Game Design and Multimedia Topic 10: Scene Management, Particle Systems and Normal Mapping Scene Management Scene management means keeping track of all objects in a scene. - In particular, keeping

### Shaders. Slide credit to Prof. Zwicker

Shaders Slide credit to Prof. Zwicker 2 Today Shader programming 3 Complete model Blinn model with several light sources i diffuse specular ambient How is this implemented on the graphics processor (GPU)?

### move object resize object create a sphere create light source camera left view camera view animation tracks

Computer Graphics & Animation: CS Day @ SIUC This session explores computer graphics and animation using software that will let you create, display and animate 3D Objects. Basically we will create a 3